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	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37555</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37555"/>
		<updated>2013-11-13T16:05:00Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
Here you can download an example of how to use that: [http://www.solidfiles.com/d/73d0427849/ Download!]&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the top-central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the top-central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
exports.interior_flood:destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=8234 Resource Download]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37552</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37552"/>
		<updated>2013-11-11T22:35:54Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
Here you can download an example of how to use that: [http://www.solidfiles.com/d/73d0427849/ Download!]&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns water element if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
exports.interior_flood:destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=8234 Resource Download]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37551</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37551"/>
		<updated>2013-11-11T22:27:43Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
Here you can download an example of how to use that: [http://www.solidfiles.com/d/73d0427849/ Download!]&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
exports.interior_flood:destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=8234 Resource Download]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37550</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37550"/>
		<updated>2013-11-11T22:20:33Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
Here you can download an example of how to use that: [http://www.solidfiles.com/d/73d0427849/ Download!]&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
exports.interior_flood:destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37549</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37549"/>
		<updated>2013-11-11T21:35:03Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
exports.interior_flood:destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37548</id>
		<title>Resource:Interior flood</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Interior_flood&amp;diff=37548"/>
		<updated>2013-11-11T19:46:39Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: Created page with &amp;quot;{{Resource page}} The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimick...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This resource provides few convenient exported functions.&lt;br /&gt;
&lt;br /&gt;
==Exported functions==&lt;br /&gt;
====createWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x1, y1, z1:''' position of bottom left (south-west) corner.&lt;br /&gt;
*'''x2, y2, z2:''' position of bottom right (south-east) corner.&lt;br /&gt;
*'''x3, y3, z3:''' position of top left (north-west) corner.&lt;br /&gt;
*'''x4, y4, z4:''' position of top right (north-east) corner.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====createWaterInInteriorRadius====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function creates water (using different data). &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point.&lt;br /&gt;
*'''radius:''' define the radious of water box to be created.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====destroyWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys previously created water. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:destroyWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterInInterior element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====attachMaterialToWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function attaches water surface material to existing water in interior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''x, y, z:''' position of the central point. The 'z' position will be corrected by height of the existing water.&lt;br /&gt;
*'''radius:''' define the radious of the effect.&lt;br /&gt;
*'''intID:''' interior in which the water is to be created.&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''effectType:''' effect type (0 - classic water, 1- watershine)&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a water element id if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====detachMaterialFromWaterInInterior====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function destroys the surface material created with attachMaterialToWaterInInterior. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.interior_flood:detachMaterialFromWaterInInterior( element )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''element:''' Previously created waterSurface element.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns 'true' if successful, ''false'' otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 18.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )&lt;br /&gt;
destroyWaterInInterior(someWater)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This creates and destroys visible water in interior 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the interior_flood resource in meta.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:ShaderPedNormal&amp;diff=37197</id>
		<title>Resource:ShaderPedNormal</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:ShaderPedNormal&amp;diff=37197"/>
		<updated>2013-09-17T00:19:57Z</updated>

		<summary type="html">&lt;p&gt;RenAngerman: Created page with &amp;quot;{{Resource page}} This is a normal map resource for MTA. It enables normal mapping effect for peds. Also adds sun and moon light to make gtasa lighting a bit more interesting. It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Resource page}}&lt;br /&gt;
This is a normal map resource for MTA. It enables normal mapping effect for peds. Also adds sun and moon light to make gtasa lighting a bit more interesting. It is compatible with the peds created to work with normalmap plugin for gtasa.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
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You'll have to extract normals from the txd file and apply them with the applyNormalToPedTexture function.&lt;br /&gt;
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This test resource should present a better explanation. [http://www.solidfiles.com/d/be237103ee/  Download here] Choose (!SKIN ID 7!) after starting.&lt;br /&gt;
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The resource itself adds exported clientside functions:&lt;br /&gt;
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==Exported functions==&lt;br /&gt;
====applyNormalToPedTexture====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This function applies the normal mapping effect to ped textures. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.shaderPedNormal:applyNormalToPedTexture( table filepath strings )&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''filepath strings:''' The table of filepaths to apply. Those should be paths for the normals extracted from the txd archive.&lt;br /&gt;
===Returns===&lt;br /&gt;
The function returns true if set successfully, false otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====removeNormalFromPedTexture====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt; &lt;br /&gt;
This function removes the normal mapping effect from ped textures. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.shaderPedNormal:removeNormalFromPedTexture( table filepath strings )&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''filepath strings:''' The table of previously applied normals to be disabled.&lt;br /&gt;
===Returns===&lt;br /&gt;
The function returns true if set successfully, false otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====applySpecularToGTAPeds====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt; &lt;br /&gt;
This function applies a custom specular lighting effect to ped by ID. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.shaderPedNormal:applySpecularToGTAPeds(table ped model id table,bool sobel)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
*'''ped model id table:''' The ped model id table If left blank the effect is applied to all standard ped textures. &lt;br /&gt;
*'''sobel:''' The second argument generates normals based on original textures if set true. Sobel filter works only when your graphics card supports shader model 3.&lt;br /&gt;
===Returns===&lt;br /&gt;
The function returns true if set successfully, false otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
====removeSpecularFromGTAPeds====&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt; &lt;br /&gt;
This function removes custom specular lighting effect from ped by ID.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;bool exports.shaderPedNormal:removeSpecularFromGTAPeds(table ped model ids)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
*'''ped model ids:''' the ped model id table If left blank the effect is removed from all ped textures.&lt;br /&gt;
===Returns===&lt;br /&gt;
The function returns true if set successfully, false otherwise.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
==Examples== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.shaderPedNormal:applyNormalToPedTexture({&amp;quot;normals/face_nrm1.0.png&amp;quot;,&amp;quot;normals/skin_nrm1.0.png&amp;quot;})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This applies normal map effect to textures &amp;quot;face&amp;quot; and &amp;quot;skin&amp;quot;. Notice that the nrm textures should be placed in the resource the function is being called from.&lt;br /&gt;
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&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.shaderPedNormal:applySpecularToGTAPeds({0,7,121},false)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
This applies the specular effect to peds by id 0,7,121&lt;br /&gt;
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&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;exports.shaderPedNormal:removeSpecularFromGTAPeds()&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
removes the specular effect from all the peds.&lt;br /&gt;
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Of course when you want to use theese functions in your resources you have to include&lt;br /&gt;
the ShaderPedNormal resource in meta.&lt;br /&gt;
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==See Also==&lt;br /&gt;
[https://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=7665 Resource page on community.mtasa]&lt;/div&gt;</summary>
		<author><name>RenAngerman</name></author>
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