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void | ResetOpacity () |
| Resets the Entity opacity. - See also
- Opacity
. More...
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Vector3 | GetOffsetPosition (Vector3 offset) |
| Gets the position in world coordinates of an offset relative this Entity More...
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Vector3 | GetPositionOffset (Vector3 worldCoords) |
| Gets the relative offset of this Entity from a world coordinates position More...
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bool | HasBeenDamagedBy (Entity entity) |
| Determines whether this Entity has been damaged by a specified Entity. More...
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virtual bool | HasBeenDamagedBy (WeaponHash weapon) |
| Determines whether this Entity has been damaged by a specific weapon]. More...
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virtual bool | HasBeenDamagedByAnyWeapon () |
| Determines whether this Entity has been damaged by any weapon. More...
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virtual bool | HasBeenDamagedByAnyMeleeWeapon () |
| Determines whether this Entity has been damaged by any melee weapon. More...
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virtual void | ClearLastWeaponDamage () |
| Clears the last weapon damage this Entity received. More...
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void | RemoveParticleEffects () |
| Stops all particle effects attached to this Entity More...
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void | SetNoCollision (Entity entity, bool toggle) |
| Sets the collision between this Entity and another Entity More...
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bool | IsInArea (Vector3 minBounds, Vector3 maxBounds) |
| Determines whether this Entity is in a specified area More...
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bool | IsInAngledArea (Vector3 origin, Vector3 edge, float angle) |
| Determines whether this Entity is in a specified angled area More...
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bool | IsInRange (Vector3 position, float range) |
| Determines whether this Entity is in range of a specified position More...
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bool | IsNearEntity (Entity entity, Vector3 bounds) |
| Determines whether this Entity is near a specified Entity. More...
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bool | IsTouching (Model model) |
| Determines whether this Entity is touching an Entity with the Model model . More...
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bool | IsTouching (Entity entity) |
| Determines whether this Entity is touching the Entity entity . More...
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Blip | AddBlip () |
| Creates a Blip on this Entity More...
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void | Detach () |
| Detaches this Entity from any Entity it may be attached to. More...
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void | AttachTo (Entity entity, Vector3 position=default, Vector3 rotation=default) |
| Attaches this Entity to a different Entity More...
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void | AttachTo (EntityBone entityBone, Vector3 position=default, Vector3 rotation=default) |
| Attaches this Entity to a different Entity More...
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bool | IsAttached () |
| Determines whether this Entity is attached to any other Entity. More...
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bool | IsAttachedTo (Entity entity) |
| Determines whether this Entity is attached to the specified Entity. More...
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void | ApplyForce (Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2) |
| Applies a force to this Entity. More...
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void | ApplyForceRelative (Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2) |
| Applies a force to this Entity. More...
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void | MarkAsNoLongerNeeded () |
| Marks this Entity as no longer needed letting the game delete it when its too far away. More...
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override void | Delete () |
| Destroys this Entity. More...
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override bool | Exists () |
| Determines if this Entity exists. More...
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override bool | Equals (object obj) |
| Determines if an object refers to the same entity as this Entity. More...
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override int | GetHashCode () |
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IntPtr | MemoryAddress => SHVDN.NativeMemory.GetEntityAddress(Handle) |
| Gets the memory address where the Entity is stored in memory. More...
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EntityType | EntityType => (EntityType)Function.Call<int>(Hash.GET_ENTITY_TYPE, Handle) |
| Gets the type of the current Entity. More...
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bool | IsDead => Function.Call<bool>(Hash.IS_ENTITY_DEAD, Handle) |
| Gets a value indicating whether this Entity is dead. More...
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bool | IsAlive => !IsDead |
| Gets a value indicating whether this Entity is alive. More...
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Model | Model => new Model(Function.Call<int>(Hash.GET_ENTITY_MODEL, Handle)) |
| Gets the model of the current Entity. More...
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virtual EntityBoneCollection | Bones => _bones ?? (_bones = new EntityBoneCollection(this)) |
| Gets a collection of the EntityBones in this Entity. More...
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float | SubmersionLevel => Function.Call<float>(Hash.GET_ENTITY_SUBMERGED_LEVEL, Handle) |
| Gets a value indicating how submersed this Entity is, 1.0f means the whole entity is submerged. More...
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float | HeightAboveGround => Function.Call<float>(Hash.GET_ENTITY_HEIGHT_ABOVE_GROUND, Handle) |
| Gets how high above ground this Entity is. More...
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bool | IsOnFire => Function.Call<bool>(Hash.IS_ENTITY_ON_FIRE, Handle) |
| Gets a value indicating whether this Entity is on fire. More...
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bool | IsOnScreen => Function.Call<bool>(Hash.IS_ENTITY_ON_SCREEN, Handle) |
| Gets a value indicating whether this Entity is on screen. More...
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bool | IsUpright => Function.Call<bool>(Hash.IS_ENTITY_UPRIGHT, Handle, 30.0f) |
| Gets a value indicating whether this Entity is upright. More...
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bool | IsUpsideDown => Function.Call<bool>(Hash.IS_ENTITY_UPSIDEDOWN, Handle) |
| Gets a value indicating whether this Entity is upside down. More...
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bool | IsInAir => Function.Call<bool>(Hash.IS_ENTITY_IN_AIR, Handle) |
| Gets a value indicating whether this Entity is in the air. More...
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bool | IsInWater => Function.Call<bool>(Hash.IS_ENTITY_IN_WATER, Handle) |
| Gets a value indicating whether this Entity is in water. More...
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bool | HasCollided => Function.Call<bool>(Hash.HAS_ENTITY_COLLIDED_WITH_ANYTHING, Handle) |
| Gets a value indicating whether this Entity has collided with anything. More...
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MaterialHash | MaterialCollidingWith => (MaterialHash)Function.Call<uint>(Hash.GET_LAST_MATERIAL_HIT_BY_ENTITY, Handle) |
| Gets the material this Entity is pushing up against. More...
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int | Opacity [get, set] |
| Gets or sets how opaque this Entity is. More...
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int | LodDistance [get, set] |
| Gets or sets the level of detail distance of this Entity. More...
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bool | IsPersistent [get, set] |
| Gets or sets a value indicating whether this Entity is persistent. More...
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bool | IsPositionFrozen [get, set] |
| Gets or sets a value indicating whether this Entity is frozen. More...
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int | Health [get, set] |
| Gets or sets the health of this Entity as an int. More...
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virtual int | MaxHealth [get, set] |
| Gets or sets the maximum health of this Entity as an int. More...
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float | HealthFloat [get, set] |
| Gets or sets the health of this Entity as a float. More...
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float?? | MaxHealthFloat [get, set] |
| Gets or sets the maximum health of this Entity in float. More...
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Matrix | Matrix [get] |
| Gets this Entitys matrix which stores position and rotation information. More...
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virtual Vector3 | Position [get, set] |
| Gets or sets the position of this Entity. More...
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Vector3 | PositionNoOffset [set] |
| Sets the position of this Entity without any offset. More...
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virtual Vector3 | Rotation [get, set] |
| Gets or sets the rotation of this Entity. More...
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float | Heading [get, set] |
| Gets or sets the heading of this Entity. More...
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Quaternion | Quaternion [get, set] |
| Gets or sets the quaternion of this Entity. More...
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Vector3 | UpVector [get] |
| Gets the vector that points above this Entity More...
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Vector3 | RightVector [get] |
| Gets the vector that points to the right of this Entity More...
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Vector3 | ForwardVector [get] |
| Gets the vector that points in front of this Entity More...
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Vector3 | LeftPosition [get] |
| Gets a position directly to the left of this Entity More...
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Vector3 | RightPosition [get] |
| Gets a position directly to the right of this Entity More...
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Vector3 | RearPosition [get] |
| Gets a position directly behind this Entity More...
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Vector3 | FrontPosition [get] |
| Gets a position directly in front of this Entity More...
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Vector3 | AbovePosition [get] |
| Gets a position directly above this Entity More...
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Vector3 | BelowPosition [get] |
| Gets a position directly below this Entity More...
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float | Speed [get, set] |
| Gets or sets this Entitys speed. More...
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float | MaxSpeed [set] |
| Sets the maximum speed this Entity can move at. More...
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Vector3 | Velocity [get, set] |
| Gets or sets the velocity of this Entity. More...
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Vector3 | RotationVelocity [get] |
| Gets the rotation velocity of this Entity. More...
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bool | IsFireProof [get, set] |
| Gets or sets a value indicating whether this Entity is fire proof. More...
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bool | IsMeleeProof [get, set] |
| Gets or sets a value indicating whether this Entity is melee proof. More...
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bool | IsBulletProof [get, set] |
| Gets or sets a value indicating whether this Entity is bullet proof. More...
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bool | IsExplosionProof [get, set] |
| Gets or sets a value indicating whether this Entity is explosion proof. More...
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bool | IsCollisionProof [get, set] |
| Gets or sets a value indicating whether this Entity is collision proof. More...
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bool | IsInvincible [get, set] |
| Gets or sets a value indicating whether this Entity is invincible. More...
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bool | IsOnlyDamagedByPlayer [get, set] |
| Gets or sets a value indicating whether this Entity can only be damaged by Players. More...
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bool | IsVisible [get, set] |
| Gets or sets a value indicating whether this Entity is visible. More...
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bool | IsOccluded [get] |
| Gets a value indicating whether this Entity is occluded. More...
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bool | IsRendered [get] |
| Gets a value indicating whether this Entity is rendered. More...
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bool | HasGravity [get, set] |
| Gets or sets a value indicating whether this Entity has gravity. More...
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bool | IsCollisionEnabled [get, set] |
| Gets or sets a value indicating whether this Entity has collision. More...
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bool | IsRecordingCollisions [set] |
| Gets or sets a value indicating whether this Entity is recording collisions. More...
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Blip | AttachedBlip [get] |
| Gets the Blip attached to this Entity. More...
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Blip[] | AttachedBlips [get] |
| Gets an array of all Blips attached to this Entity. More...
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Entity | AttachedEntity [get] |
| Gets the Entity this Entity is attached to. More...
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int | Handle [get, protected set] |
| The handle of the object. More...
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ulong | NativeValue [get, set] |
| The handle of the object translated to a native value. More...
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ulong | NativeValue [get, set] |
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Vector3 | Position [get, set] |
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Vector3 | Rotation [get, set] |
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