EngineRestoreCOL: Difference between revisions

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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 -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineRestoreCOL ( number modelID )
bool engineRestoreCOL ( int modelID )
</syntaxhighlight>  
</syntaxhighlight>  



Revision as of 09:41, 25 March 2009

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

Syntax

bool engineRestoreCOL ( int modelID )

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