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Namespace: WATERAPI set: clientGame: gta5editImprove

GET_WATER_HEIGHT_NO_WAVES

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// GetWaterHeightNoWaves
BOOL GET_WATER_HEIGHT_NO_WAVES(float x, float y, float z, float* height);

Retrieves the depth of the water beneath the specified position, disregarding wave effects.

Note: The result remains consistent across different frames as it doesn't consider wave fluctuations.

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0xCF9159024555488C(Any p0)
0xCFD778E7904C255E(Vehicle vehicle)
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0xDCE97BDF8A0EABC8()
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0xE5810AC70602F2F5(Vehicle vehicle, float p1)
0xE851E480B814D4BA(Vehicle vehicle, BOOL p1)
0xE8718FAF591FD224(Vehicle vehicle)
0xED5EDE9E676643C9(Any p0, Any p1)
0xEF9D388F8D377F44(Vehicle vehicle, BOOL p1)
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0xF25E02CB9C5818F8()
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0xF8B49F5BA7F850E7(Vehicle vehicle, int p1)
0xFAF2A78061FD9EF4(Any p0, float p1, float p2, float p3)
Namespace: WATER
ADD_EXTRA_CALMING_QUAD(float xLow, float yLow, float xHigh, float yHigh, float height)
GET_DEEP_OCEAN_SCALER()
GET_WATER_HEIGHT(float x, float y, float z, float* height)
GET_WATER_HEIGHT_NO_WAVES(float x, float y, float z, float* height)
MODIFY_WATER(float x, float y, float height, float radius)
_REMOVE_CURRENT_RISE(int p0)
RESET_DEEP_OCEAN_SCALER()
SET_DEEP_OCEAN_SCALER(float intensity)
TEST_PROBE_AGAINST_ALL_WATER(float x1, float y1, float z1, float x2, float y2, float z2, int flag, Vector3* result)
TEST_PROBE_AGAINST_WATER(float x1, float y1, float z1, float x2, float y2, float z2, Vector3* result)
TEST_VERTICAL_PROBE_AGAINST_ALL_WATER(float x, float y, float z, int flag, float* height)
0x547237AA71AB44DE(float p0)
Namespace: WEAPON
ADD_AMMO_TO_PED(Ped ped, Hash weaponHash, int ammo)