EngineRestoreCOL: Difference between revisions

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(New page: __NOTOC__ {{Client function}}<!-- Change this to "Client function" or "Server function" appropriately--> <!-- Describe in plain english what this function does. Don't go into details, jus...)
 
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<!-- NOTE: don't use 'special' names for variable names, e.g. you shouldn't be writing things like 'player player, vehicle vehicle', instead write something like 'player thePlayer, vehicle vehicleToGetInto'. This is less confusing and prevents the syntax highlighting being odd -->
<!-- NOTE: don't use 'special' names for variable names, e.g. you shouldn't be writing things like 'player player, vehicle vehicle', instead write something like 'player thePlayer, vehicle vehicleToGetInto'. This is less confusing and prevents the syntax highlighting being odd -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineRestoreCOL ( number modelID )
bool engineRestoreCOL ( int modelID )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||Engine.restoreCOL}}
===Required Arguments===  
===Required Arguments===  
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==Example==  
==Example==  
<!-- Explain what the example is in a single sentance -->
<section name="Client" class="client" show="true">
This example does...
Client-Side example for restoring object collision with default one.
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized -->
<syntaxhighlight lang="lua">
function RestoreCollision ( )
    engineRestoreCOL ( 3356 )
end
 
addEvent ( "collisionRestore", true )
addEventHandler ( "collisionRestore", getRootElement(), RestoreCollision )
</syntaxhighlight>
</section>
 
 
<section name="Server" class="server" show="true">
Server-side example function for triggering the restore.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
TODO
function RestoreCols ( )
    triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore )
end
addCommandHandler("restorecol", RestoreCols)
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
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{{Engine_functions}}
{{Engine_functions}}
[[Category:Needs_Example]] <!-- leave this until the example is completed. -->

Latest revision as of 19:25, 2 January 2015

This function restores the original collision model of the given model ID. Reverses the effect of engineReplaceCOL.

Syntax

bool engineRestoreCOL ( int modelID )

OOP Syntax Help! I don't understand this!

Method: Engine.restoreCOL(...)


Required Arguments

  • modelID: The ID of the model to restore the model of

Returns

Returns true if this function succeeds, false or nil if it fails for some reason.

Example

Click to collapse [-]
Client

Client-Side example for restoring object collision with default one.

function RestoreCollision ( )
    engineRestoreCOL ( 3356 )
end

addEvent ( "collisionRestore", true )
addEventHandler ( "collisionRestore", getRootElement(), RestoreCollision )


Click to collapse [-]
Server

Server-side example function for triggering the restore.

function RestoreCols ( )
    triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore )
end
addCommandHandler("restorecol", RestoreCols)

See Also