EngineRestoreAnimation: Difference between revisions
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This function restores internal (default) animations that were replaced using [[EngineReplaceAnimation|engineReplaceAnimation]] function. This function only affects a specific [[player]] or [[ped]] just like [[EngineReplaceAnimation|engineReplaceAnimation]]. | This function restores internal (default) animations that were replaced using [[EngineReplaceAnimation|engineReplaceAnimation]] function. This function only affects a specific [[player]] or [[ped]] just like [[EngineReplaceAnimation|engineReplaceAnimation]]. | ||
Revision as of 22:49, 1 July 2018
This function restores internal (default) animations that were replaced using engineReplaceAnimation function. This function only affects a specific player or ped just like engineReplaceAnimation.
If only 1st parameter (ped) is provided to this function, all replaced animations are restored. If block name is also provided for 2nd parameter, then replaced animations within that block are restored. If 3rd parameter (animation name) is provided, then only that specific animation within that specific block is restored.
Syntax
bool engineRestoreAnimation ( ped thePed [, string InternalBlockName, string InternalAnimName ] )
Required Arguments
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- InternalBlockName: the internal block name.
- InternalAnimName: the internal animation name inside InternalBlockName.
Returns
Returns true on success, false in case of failure.
Example
Example 1: This example restores all replaced animations within every block for the local player.
engineRestoreAnimation ( localPlayer )
Example 2: This example restores all replaced animations only within "ped" block for the local player.
engineRestoreAnimation ( localPlayer, "ped" )
Example 3: This example restores "weapon_crouch" animation within "ped" block for the local player.
engineRestoreAnimation ( localPLayer, "ped", "weapon_crouch" )
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory