SHVDN  v3
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language in-game. Developed by crosire https://github.com/crosire/scripthookvdotnet/
GTA.Entity Member List

This is the complete list of members for GTA.Entity, including all inherited members.

AbovePositionGTA.Entity
AddBlip()GTA.Entity
ApplyForce(Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2)GTA.Entity
ApplyForceRelative(Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2)GTA.Entity
AttachedBlipGTA.Entity
AttachedBlipsGTA.Entity
AttachedEntityGTA.Entity
AttachTo(Entity entity, Vector3 position=default, Vector3 rotation=default)GTA.Entity
AttachTo(EntityBone entityBone, Vector3 position=default, Vector3 rotation=default)GTA.Entity
BelowPositionGTA.Entity
BonesGTA.Entity
ClearLastWeaponDamage()GTA.Entityvirtual
Delete()GTA.Entityvirtual
Detach()GTA.Entity
EntityTypeGTA.Entity
Equals(object obj)GTA.Entity
Exists()GTA.Entityvirtual
ForwardVectorGTA.Entity
FromHandle(int handle)GTA.Entitystatic
FrontPositionGTA.Entity
GetHashCode()GTA.Entity
GetOffsetPosition(Vector3 offset)GTA.Entity
GetPositionOffset(Vector3 worldCoords)GTA.Entity
HandleGTA.PoolObject
HasBeenDamagedBy(Entity entity)GTA.Entity
HasBeenDamagedBy(WeaponHash weapon)GTA.Entityvirtual
HasBeenDamagedByAnyMeleeWeapon()GTA.Entityvirtual
HasBeenDamagedByAnyWeapon()GTA.Entityvirtual
HasCollidedGTA.Entity
HasGravityGTA.Entity
HeadingGTA.Entity
HealthGTA.Entity
HealthFloatGTA.Entity
HeightAboveGroundGTA.Entity
IsAliveGTA.Entity
IsAttached()GTA.Entity
IsAttachedTo(Entity entity)GTA.Entity
IsBulletProofGTA.Entity
IsCollisionEnabledGTA.Entity
IsCollisionProofGTA.Entity
IsDeadGTA.Entity
IsExplosionProofGTA.Entity
IsFireProofGTA.Entity
IsInAirGTA.Entity
IsInAngledArea(Vector3 origin, Vector3 edge, float angle)GTA.Entity
IsInArea(Vector3 minBounds, Vector3 maxBounds)GTA.Entity
IsInRange(Vector3 position, float range)GTA.Entity
IsInvincibleGTA.Entity
IsInWaterGTA.Entity
IsMeleeProofGTA.Entity
IsNearEntity(Entity entity, Vector3 bounds)GTA.Entity
IsOccludedGTA.Entity
IsOnFireGTA.Entity
IsOnlyDamagedByPlayerGTA.Entity
IsOnScreenGTA.Entity
IsPersistentGTA.Entity
IsPositionFrozenGTA.Entity
IsRecordingCollisionsGTA.Entity
IsRenderedGTA.Entity
IsTouching(Model model)GTA.Entity
IsTouching(Entity entity)GTA.Entity
IsUprightGTA.Entity
IsUpsideDownGTA.Entity
IsVisibleGTA.Entity
LeftPositionGTA.Entity
LodDistanceGTA.Entity
MarkAsNoLongerNeeded()GTA.Entity
MaterialCollidingWithGTA.Entity
MatrixGTA.Entity
MaxHealthGTA.Entity
MaxHealthFloatGTA.Entity
MaxSpeedGTA.Entity
MemoryAddressGTA.Entity
ModelGTA.Entity
NativeValueGTA.PoolObject
OpacityGTA.Entity
operator InputArgument(Entity value)GTA.Entitystatic
operator!=(Entity left, Entity right)GTA.Entitystatic
operator==(Entity left, Entity right)GTA.Entitystatic
PoolObject(int handle)GTA.PoolObjectprotected
PositionGTA.Entity
PositionNoOffsetGTA.Entity
QuaternionGTA.Entity
RearPositionGTA.Entity
RemoveParticleEffects()GTA.Entity
ResetOpacity()GTA.Entity
RightPositionGTA.Entity
RightVectorGTA.Entity
RotationGTA.Entity
RotationVelocityGTA.Entity
SetNoCollision(Entity entity, bool toggle)GTA.Entity
SpeedGTA.Entity
SubmersionLevelGTA.Entity
UpVectorGTA.Entity
VelocityGTA.Entity