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 Class Reference
Inheritance diagram for GTA.Entity:
GTA.PoolObject GTA.ISpatial GTA.Native.INativeValue GTA.IDeletable GTA.IExistable GTA.Ped GTA.Prop GTA.Vehicle

Public Member Functions

void ResetOpacity ()
 Resets the Entity opacity.

See also
Opacity

. More...

 
Vector3 GetOffsetPosition (Vector3 offset)
 Gets the position in world coordinates of an offset relative this Entity More...
 
Vector3 GetPositionOffset (Vector3 worldCoords)
 Gets the relative offset of this Entity from a world coordinates position More...
 
bool HasBeenDamagedBy (Entity entity)
 Determines whether this Entity has been damaged by a specified Entity. More...
 
virtual bool HasBeenDamagedBy (WeaponHash weapon)
 Determines whether this Entity has been damaged by a specific weapon]. More...
 
virtual bool HasBeenDamagedByAnyWeapon ()
 Determines whether this Entity has been damaged by any weapon. More...
 
virtual bool HasBeenDamagedByAnyMeleeWeapon ()
 Determines whether this Entity has been damaged by any melee weapon. More...
 
virtual void ClearLastWeaponDamage ()
 Clears the last weapon damage this Entity received. More...
 
void RemoveParticleEffects ()
 Stops all particle effects attached to this Entity More...
 
void SetNoCollision (Entity entity, bool toggle)
 Sets the collision between this Entity and another Entity More...
 
bool IsInArea (Vector3 minBounds, Vector3 maxBounds)
 Determines whether this Entity is in a specified area More...
 
bool IsInAngledArea (Vector3 origin, Vector3 edge, float angle)
 Determines whether this Entity is in a specified angled area More...
 
bool IsInRange (Vector3 position, float range)
 Determines whether this Entity is in range of a specified position More...
 
bool IsNearEntity (Entity entity, Vector3 bounds)
 Determines whether this Entity is near a specified Entity. More...
 
bool IsTouching (Model model)
 Determines whether this Entity is touching an Entity with the Model model . More...
 
bool IsTouching (Entity entity)
 Determines whether this Entity is touching the Entity entity . More...
 
Blip AddBlip ()
 Creates a Blip on this Entity More...
 
void Detach ()
 Detaches this Entity from any Entity it may be attached to. More...
 
void AttachTo (Entity entity, Vector3 position=default, Vector3 rotation=default)
 Attaches this Entity to a different Entity More...
 
void AttachTo (EntityBone entityBone, Vector3 position=default, Vector3 rotation=default)
 Attaches this Entity to a different Entity More...
 
bool IsAttached ()
 Determines whether this Entity is attached to any other Entity. More...
 
bool IsAttachedTo (Entity entity)
 Determines whether this Entity is attached to the specified Entity. More...
 
void ApplyForce (Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2)
 Applies a force to this Entity. More...
 
void ApplyForceRelative (Vector3 direction, Vector3 rotation=default, ForceType forceType=ForceType.MaxForceRot2)
 Applies a force to this Entity. More...
 
void MarkAsNoLongerNeeded ()
 Marks this Entity as no longer needed letting the game delete it when its too far away. More...
 
override void Delete ()
 Destroys this Entity. More...
 
override bool Exists ()
 Determines if this Entity exists. More...
 
override bool Equals (object obj)
 Determines if an object refers to the same entity as this Entity. More...
 
override int GetHashCode ()
 

Static Public Member Functions

static Entity FromHandle (int handle)
 Creates a new instance of an Entity from the given handle. More...
 
static bool operator== (Entity left, Entity right)
 Determines if two Entitys refer to the same entity. More...
 
static bool operator!= (Entity left, Entity right)
 Determines if two Entitys don't refer to the same entity. More...
 
static implicit operator InputArgument (Entity value)
 Converts an Entity to a native input argument. More...
 

Public Attributes

IntPtr MemoryAddress => SHVDN.NativeMemory.GetEntityAddress(Handle)
 Gets the memory address where the Entity is stored in memory. More...
 
EntityType EntityType => (EntityType)Function.Call<int>(Hash.GET_ENTITY_TYPE, Handle)
 Gets the type of the current Entity. More...
 
bool IsDead => Function.Call<bool>(Hash.IS_ENTITY_DEAD, Handle)
 Gets a value indicating whether this Entity is dead. More...
 
bool IsAlive => !IsDead
 Gets a value indicating whether this Entity is alive. More...
 
Model Model => new Model(Function.Call<int>(Hash.GET_ENTITY_MODEL, Handle))
 Gets the model of the current Entity. More...
 
virtual EntityBoneCollection Bones => _bones ?? (_bones = new EntityBoneCollection(this))
 Gets a collection of the EntityBones in this Entity. More...
 
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...
 
float HeightAboveGround => Function.Call<float>(Hash.GET_ENTITY_HEIGHT_ABOVE_GROUND, Handle)
 Gets how high above ground this Entity is. More...
 
bool IsOnFire => Function.Call<bool>(Hash.IS_ENTITY_ON_FIRE, Handle)
 Gets a value indicating whether this Entity is on fire. More...
 
bool IsOnScreen => Function.Call<bool>(Hash.IS_ENTITY_ON_SCREEN, Handle)
 Gets a value indicating whether this Entity is on screen. More...
 
bool IsUpright => Function.Call<bool>(Hash.IS_ENTITY_UPRIGHT, Handle, 30.0f)
 Gets a value indicating whether this Entity is upright. More...
 
bool IsUpsideDown => Function.Call<bool>(Hash.IS_ENTITY_UPSIDEDOWN, Handle)
 Gets a value indicating whether this Entity is upside down. More...
 
bool IsInAir => Function.Call<bool>(Hash.IS_ENTITY_IN_AIR, Handle)
 Gets a value indicating whether this Entity is in the air. More...
 
bool IsInWater => Function.Call<bool>(Hash.IS_ENTITY_IN_WATER, Handle)
 Gets a value indicating whether this Entity is in water. More...
 
bool HasCollided => Function.Call<bool>(Hash.HAS_ENTITY_COLLIDED_WITH_ANYTHING, Handle)
 Gets a value indicating whether this Entity has collided with anything. More...
 
MaterialHash MaterialCollidingWith => (MaterialHash)Function.Call<uint>(Hash.GET_LAST_MATERIAL_HIT_BY_ENTITY, Handle)
 Gets the material this Entity is pushing up against. More...
 

Properties

int Opacity [get, set]
 Gets or sets how opaque this Entity is. More...
 
int LodDistance [get, set]
 Gets or sets the level of detail distance of this Entity. More...
 
bool IsPersistent [get, set]
 Gets or sets a value indicating whether this Entity is persistent. More...
 
bool IsPositionFrozen [get, set]
 Gets or sets a value indicating whether this Entity is frozen. More...
 
int Health [get, set]
 Gets or sets the health of this Entity as an int. More...
 
virtual int MaxHealth [get, set]
 Gets or sets the maximum health of this Entity as an int. More...
 
float HealthFloat [get, set]
 Gets or sets the health of this Entity as a float. More...
 
float?? MaxHealthFloat [get, set]
 Gets or sets the maximum health of this Entity in float. More...
 
Matrix Matrix [get]
 Gets this Entitys matrix which stores position and rotation information. More...
 
virtual Vector3 Position [get, set]
 Gets or sets the position of this Entity. More...
 
Vector3 PositionNoOffset [set]
 Sets the position of this Entity without any offset. More...
 
virtual Vector3 Rotation [get, set]
 Gets or sets the rotation of this Entity. More...
 
float Heading [get, set]
 Gets or sets the heading of this Entity. More...
 
Quaternion Quaternion [get, set]
 Gets or sets the quaternion of this Entity. More...
 
Vector3 UpVector [get]
 Gets the vector that points above this Entity More...
 
Vector3 RightVector [get]
 Gets the vector that points to the right of this Entity More...
 
Vector3 ForwardVector [get]
 Gets the vector that points in front of this Entity More...
 
Vector3 LeftPosition [get]
 Gets a position directly to the left of this Entity More...
 
Vector3 RightPosition [get]
 Gets a position directly to the right of this Entity More...
 
Vector3 RearPosition [get]
 Gets a position directly behind this Entity More...
 
Vector3 FrontPosition [get]
 Gets a position directly in front of this Entity More...
 
Vector3 AbovePosition [get]
 Gets a position directly above this Entity More...
 
Vector3 BelowPosition [get]
 Gets a position directly below this Entity More...
 
float Speed [get, set]
 Gets or sets this Entitys speed. More...
 
float MaxSpeed [set]
 Sets the maximum speed this Entity can move at. More...
 
Vector3 Velocity [get, set]
 Gets or sets the velocity of this Entity. More...
 
Vector3 RotationVelocity [get]
 Gets the rotation velocity of this Entity. More...
 
bool IsFireProof [get, set]
 Gets or sets a value indicating whether this Entity is fire proof. More...
 
bool IsMeleeProof [get, set]
 Gets or sets a value indicating whether this Entity is melee proof. More...
 
bool IsBulletProof [get, set]
 Gets or sets a value indicating whether this Entity is bullet proof. More...
 
bool IsExplosionProof [get, set]
 Gets or sets a value indicating whether this Entity is explosion proof. More...
 
bool IsCollisionProof [get, set]
 Gets or sets a value indicating whether this Entity is collision proof. More...
 
bool IsInvincible [get, set]
 Gets or sets a value indicating whether this Entity is invincible. More...
 
bool IsOnlyDamagedByPlayer [get, set]
 Gets or sets a value indicating whether this Entity can only be damaged by Players. More...
 
bool IsVisible [get, set]
 Gets or sets a value indicating whether this Entity is visible. More...
 
bool IsOccluded [get]
 Gets a value indicating whether this Entity is occluded. More...
 
bool IsRendered [get]
 Gets a value indicating whether this Entity is rendered. More...
 
bool HasGravity [get, set]
 Gets or sets a value indicating whether this Entity has gravity. More...
 
bool IsCollisionEnabled [get, set]
 Gets or sets a value indicating whether this Entity has collision. More...
 
bool IsRecordingCollisions [set]
 Gets or sets a value indicating whether this Entity is recording collisions. More...
 
Blip AttachedBlip [get]
 Gets the Blip attached to this Entity. More...
 
Blip[] AttachedBlips [get]
 Gets an array of all Blips attached to this Entity. More...
 
Entity AttachedEntity [get]
 Gets the Entity this Entity is attached to. More...
 
- Properties inherited from GTA.PoolObject
int Handle [get, protected set]
 The handle of the object. More...
 
ulong NativeValue [get, set]
 The handle of the object translated to a native value. More...
 
- Properties inherited from GTA.Native.INativeValue
ulong NativeValue [get, set]
 
- Properties inherited from GTA.ISpatial
Vector3 Position [get, set]
 
Vector3 Rotation [get, set]
 

Additional Inherited Members

- Protected Member Functions inherited from GTA.PoolObject
 PoolObject (int handle)
 

Member Function Documentation

◆ AddBlip()

Blip GTA.Entity.AddBlip ( )

Creates a Blip on this Entity

◆ ApplyForce()

void GTA.Entity.ApplyForce ( Vector3  direction,
Vector3  rotation = default,
ForceType  forceType = ForceType.MaxForceRot2 
)

Applies a force to this Entity.

Parameters
directionThe direction to apply the force relative to world coordinates.
rotationThe rotation force to apply
forceTypeType of the force to apply.

◆ ApplyForceRelative()

void GTA.Entity.ApplyForceRelative ( Vector3  direction,
Vector3  rotation = default,
ForceType  forceType = ForceType.MaxForceRot2 
)

Applies a force to this Entity.

Parameters
directionThe direction to apply the force relative to this Entitys rotation
rotationThe rotation force to apply
forceTypeType of the force to apply.

◆ AttachTo() [1/2]

void GTA.Entity.AttachTo ( Entity  entity,
Vector3  position = default,
Vector3  rotation = default 
)

Attaches this Entity to a different Entity

Parameters
entityThe Entity to attach this Entity to.
positionThe position relative to the entity to attach this Entity to.
rotationThe rotation to apply to this Entity relative to the entity

◆ AttachTo() [2/2]

void GTA.Entity.AttachTo ( EntityBone  entityBone,
Vector3  position = default,
Vector3  rotation = default 
)

Attaches this Entity to a different Entity

Parameters
entityBoneThe EntityBone to attach this Entity to.
positionThe position relative to the entityBone to attach this Entity to.
rotationThe rotation to apply to this Entity relative to the entityBone

◆ ClearLastWeaponDamage()

virtual void GTA.Entity.ClearLastWeaponDamage ( )
virtual

Clears the last weapon damage this Entity received.

Reimplemented in GTA.Ped.

◆ Delete()

override void GTA.Entity.Delete ( )
virtual

Destroys this Entity.

Implements GTA.PoolObject.

◆ Detach()

void GTA.Entity.Detach ( )

Detaches this Entity from any Entity it may be attached to.

◆ Equals()

override bool GTA.Entity.Equals ( object  obj)

Determines if an object refers to the same entity as this Entity.

Parameters
objThe object to check.
Returns
true if the obj is the same entity as this Entity; otherwise, false.

◆ Exists()

override bool GTA.Entity.Exists ( )
virtual

Determines if this Entity exists.

Returns
true if this Entity exists; otherwise, false

Implements GTA.PoolObject.

Reimplemented in GTA.Ped, GTA.Vehicle, and GTA.Prop.

◆ FromHandle()

static Entity GTA.Entity.FromHandle ( int  handle)
static

Creates a new instance of an Entity from the given handle.

Parameters
handleThe entity handle.
Returns
Returns a Ped if this handle corresponds to a Ped. Returns a Vehicle if this handle corresponds to a Vehicle. Returns a Prop if this handle corresponds to a Prop. Returns null if no Entity exists this the specified handle

◆ GetHashCode()

override int GTA.Entity.GetHashCode ( )

◆ GetOffsetPosition()

Vector3 GTA.Entity.GetOffsetPosition ( Vector3  offset)

Gets the position in world coordinates of an offset relative this Entity

Parameters
offsetThe offset from this Entity.

◆ GetPositionOffset()

Vector3 GTA.Entity.GetPositionOffset ( Vector3  worldCoords)

Gets the relative offset of this Entity from a world coordinates position

Parameters
worldCoordsThe world coordinates.

◆ HasBeenDamagedBy() [1/2]

bool GTA.Entity.HasBeenDamagedBy ( Entity  entity)

Determines whether this Entity has been damaged by a specified Entity.

Parameters
entityThe Entity to check
Returns
true if this Entity has been damaged by the specified Entity; otherwise, false.

◆ HasBeenDamagedBy() [2/2]

virtual bool GTA.Entity.HasBeenDamagedBy ( WeaponHash  weapon)
virtual

Determines whether this Entity has been damaged by a specific weapon].

Parameters
weaponThe weapon to check.
Returns
true if this Entity has been damaged by the specified weapon; otherwise, false.

Reimplemented in GTA.Ped.

◆ HasBeenDamagedByAnyMeleeWeapon()

virtual bool GTA.Entity.HasBeenDamagedByAnyMeleeWeapon ( )
virtual

Determines whether this Entity has been damaged by any melee weapon.

Returns
true if this Entity has been damaged by any melee weapon; otherwise, false.

Reimplemented in GTA.Ped.

◆ HasBeenDamagedByAnyWeapon()

virtual bool GTA.Entity.HasBeenDamagedByAnyWeapon ( )
virtual

Determines whether this Entity has been damaged by any weapon.

Returns
true if this Entity has been damaged by any weapon; otherwise, false.

Reimplemented in GTA.Ped.

◆ IsAttached()

bool GTA.Entity.IsAttached ( )

Determines whether this Entity is attached to any other Entity.

Returns
true if this Entity is attached to another Entity; otherwise, false.

◆ IsAttachedTo()

bool GTA.Entity.IsAttachedTo ( Entity  entity)

Determines whether this Entity is attached to the specified Entity.

Parameters
entityThe Entity to check if this Entity is attached to.
Returns
true if this Entity is attached to entity ; otherwise, false.

◆ IsInAngledArea()

bool GTA.Entity.IsInAngledArea ( Vector3  origin,
Vector3  edge,
float  angle 
)

Determines whether this Entity is in a specified angled area

Parameters
originThe origin.
edgeThe edge.
angleThe angle.
Returns
true if this Entity is in the specified angled area; otherwise, false.

◆ IsInArea()

bool GTA.Entity.IsInArea ( Vector3  minBounds,
Vector3  maxBounds 
)

Determines whether this Entity is in a specified area

Parameters
minBoundsThe minimum bounds.
maxBoundsThe maximum bounds.
Returns
true if this Entity is in the specified area; otherwise, false.

◆ IsInRange()

bool GTA.Entity.IsInRange ( Vector3  position,
float  range 
)

Determines whether this Entity is in range of a specified position

Parameters
positionThe position.
rangeThe maximum range.
Returns
true if this Entity is in range of the position ; otherwise, false.

◆ IsNearEntity()

bool GTA.Entity.IsNearEntity ( Entity  entity,
Vector3  bounds 
)

Determines whether this Entity is near a specified Entity.

Parameters
entityThe Entity to check.
boundsThe max displacement from the entity .
Returns
true if this Entity is near the entity ; otherwise, false.

◆ IsTouching() [1/2]

bool GTA.Entity.IsTouching ( Entity  entity)

Determines whether this Entity is touching the Entity entity .

Parameters
entityThe Entity to check.
Returns
true if this Entity is touching entity ; otherwise, false.

◆ IsTouching() [2/2]

bool GTA.Entity.IsTouching ( Model  model)

Determines whether this Entity is touching an Entity with the Model model .

Parameters
modelThe Model to check
Returns
true if this Entity is touching a model ; otherwise, false.

◆ MarkAsNoLongerNeeded()

void GTA.Entity.MarkAsNoLongerNeeded ( )

Marks this Entity as no longer needed letting the game delete it when its too far away.

◆ operator InputArgument()

static implicit GTA.Entity.operator InputArgument ( Entity  value)
static

Converts an Entity to a native input argument.

◆ operator!=()

static bool GTA.Entity.operator!= ( Entity  left,
Entity  right 
)
static

Determines if two Entitys don't refer to the same entity.

Parameters
leftThe left Entity.
rightThe right Entity.
Returns
true if left is not the same entity as right ; otherwise, false.

◆ operator==()

static bool GTA.Entity.operator== ( Entity  left,
Entity  right 
)
static

Determines if two Entitys refer to the same entity.

Parameters
leftThe left Entity.
rightThe right Entity.
Returns
true if left is the same entity as right ; otherwise, false.

◆ RemoveParticleEffects()

void GTA.Entity.RemoveParticleEffects ( )

Stops all particle effects attached to this Entity

◆ ResetOpacity()

void GTA.Entity.ResetOpacity ( )

Resets the Entity opacity.

See also
Opacity

.

◆ SetNoCollision()

void GTA.Entity.SetNoCollision ( Entity  entity,
bool  toggle 
)

Sets the collision between this Entity and another Entity

Parameters
entityThe Entity to set collision with
toggleif set to true the 2 Entitys wont collide with each other.

Member Data Documentation

◆ Bones

virtual EntityBoneCollection GTA.Entity.Bones => _bones ?? (_bones = new EntityBoneCollection(this))

Gets a collection of the EntityBones in this Entity.

◆ EntityType

EntityType GTA.Entity.EntityType => (EntityType)Function.Call<int>(Hash.GET_ENTITY_TYPE, Handle)

Gets the type of the current Entity.

◆ HasCollided

bool GTA.Entity.HasCollided => Function.Call<bool>(Hash.HAS_ENTITY_COLLIDED_WITH_ANYTHING, Handle)

Gets a value indicating whether this Entity has collided with anything.

true if this Entity has collided; otherwise, false.

IsRecordingCollisions must be true for this to work.

◆ HeightAboveGround

float GTA.Entity.HeightAboveGround => Function.Call<float>(Hash.GET_ENTITY_HEIGHT_ABOVE_GROUND, Handle)

Gets how high above ground this Entity is.

◆ IsAlive

bool GTA.Entity.IsAlive => !IsDead

Gets a value indicating whether this Entity is alive.

true if this Entity is alive; otherwise, false.

◆ IsDead

bool GTA.Entity.IsDead => Function.Call<bool>(Hash.IS_ENTITY_DEAD, Handle)

Gets a value indicating whether this Entity is dead.

true if this Entity is dead; otherwise, false.

◆ IsInAir

bool GTA.Entity.IsInAir => Function.Call<bool>(Hash.IS_ENTITY_IN_AIR, Handle)

Gets a value indicating whether this Entity is in the air.

true if this Entity is in the air; otherwise, false.

◆ IsInWater

bool GTA.Entity.IsInWater => Function.Call<bool>(Hash.IS_ENTITY_IN_WATER, Handle)

Gets a value indicating whether this Entity is in water.

true if this Entity is in water; otherwise, false.

◆ IsOnFire

bool GTA.Entity.IsOnFire => Function.Call<bool>(Hash.IS_ENTITY_ON_FIRE, Handle)

Gets a value indicating whether this Entity is on fire.

true if this Entity is on fire; otherwise, false.

◆ IsOnScreen

bool GTA.Entity.IsOnScreen => Function.Call<bool>(Hash.IS_ENTITY_ON_SCREEN, Handle)

Gets a value indicating whether this Entity is on screen.

true if this Entity is on screen; otherwise, false.

◆ IsUpright

bool GTA.Entity.IsUpright => Function.Call<bool>(Hash.IS_ENTITY_UPRIGHT, Handle, 30.0f)

Gets a value indicating whether this Entity is upright.

true if this Entity is upright; otherwise, false.

◆ IsUpsideDown

bool GTA.Entity.IsUpsideDown => Function.Call<bool>(Hash.IS_ENTITY_UPSIDEDOWN, Handle)

Gets a value indicating whether this Entity is upside down.

true if this Entity is upside down; otherwise, false.

◆ MaterialCollidingWith

MaterialHash GTA.Entity.MaterialCollidingWith => (MaterialHash)Function.Call<uint>(Hash.GET_LAST_MATERIAL_HIT_BY_ENTITY, Handle)

Gets the material this Entity is pushing up against.

A material hash if this Entity has collision; otherwise, MaterialHash.None.

This returns MaterialHash.None in some cases, although this enrity is internally considered touched with something. For example, this returns MaterialHash.None when this Entity is a Ped and this Entity doesn't push none of the touching entities, including buildings. However, this returns MaterialHash.None when this Entity touches any ragdolled peds.

Note that when this Entity is a this Vehicle and only its wheels touches something, the game will consider the entity touching nothing and this returns MaterialHash.None.

◆ MemoryAddress

IntPtr GTA.Entity.MemoryAddress => SHVDN.NativeMemory.GetEntityAddress(Handle)

Gets the memory address where the Entity is stored in memory.

◆ Model

Model GTA.Entity.Model => new Model(Function.Call<int>(Hash.GET_ENTITY_MODEL, Handle))

Gets the model of the current Entity.

◆ SubmersionLevel

float GTA.Entity.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.

Property Documentation

◆ AbovePosition

Vector3 GTA.Entity.AbovePosition
get

Gets a position directly above this Entity

◆ AttachedBlip

Blip GTA.Entity.AttachedBlip
get

Gets the Blip attached to this Entity.

returns null if no Blips are attached to this Entity

◆ AttachedBlips

Blip [] GTA.Entity.AttachedBlips
get

Gets an array of all Blips attached to this Entity.

◆ AttachedEntity

Entity GTA.Entity.AttachedEntity
get

Gets the Entity this Entity is attached to.

returns null if this Entity isnt attached to any entity

◆ BelowPosition

Vector3 GTA.Entity.BelowPosition
get

Gets a position directly below this Entity

◆ ForwardVector

Vector3 GTA.Entity.ForwardVector
get

Gets the vector that points in front of this Entity

◆ FrontPosition

Vector3 GTA.Entity.FrontPosition
get

Gets a position directly in front of this Entity

◆ HasGravity

bool GTA.Entity.HasGravity
getset

Gets or sets a value indicating whether this Entity has gravity.

true if this Entity has gravity; otherwise, false.

◆ Heading

float GTA.Entity.Heading
getset

Gets or sets the heading of this Entity.

The heading in degrees.

◆ Health

int GTA.Entity.Health
getset

Gets or sets the health of this Entity as an int.

Use HealthFloat instead if you need to get or set the value strictly, since a health value of a Entity are stored as a float.

The health as an integer.

See also
HealthFloat

◆ HealthFloat

float GTA.Entity.HealthFloat
getset

Gets or sets the health of this Entity as a float.

The health in float.

◆ IsBulletProof

bool GTA.Entity.IsBulletProof
getset

Gets or sets a value indicating whether this Entity is bullet proof.

true if this Entity is bullet proof; otherwise, false.

◆ IsCollisionEnabled

bool GTA.Entity.IsCollisionEnabled
getset

Gets or sets a value indicating whether this Entity has collision.

true if this Entity has collision; otherwise, false.

◆ IsCollisionProof

bool GTA.Entity.IsCollisionProof
getset

Gets or sets a value indicating whether this Entity is collision proof.

true if this Entity is collision proof; otherwise, false.

◆ IsExplosionProof

bool GTA.Entity.IsExplosionProof
getset

Gets or sets a value indicating whether this Entity is explosion proof.

true if this Entity is explosion proof; otherwise, false.

◆ IsFireProof

bool GTA.Entity.IsFireProof
getset

Gets or sets a value indicating whether this Entity is fire proof.

true if this Entity is fire proof; otherwise, false.

◆ IsInvincible

bool GTA.Entity.IsInvincible
getset

Gets or sets a value indicating whether this Entity is invincible.

true if this Entity is invincible; otherwise, false.

◆ IsMeleeProof

bool GTA.Entity.IsMeleeProof
getset

Gets or sets a value indicating whether this Entity is melee proof.

true if this Entity is melee proof; otherwise, false.

◆ IsOccluded

bool GTA.Entity.IsOccluded
get

Gets a value indicating whether this Entity is occluded.

true if this Entity is occluded; otherwise, false.

◆ IsOnlyDamagedByPlayer

bool GTA.Entity.IsOnlyDamagedByPlayer
getset

Gets or sets a value indicating whether this Entity can only be damaged by Players.

true if this Entity can only be damaged by Players; otherwise, false.

◆ IsPersistent

bool GTA.Entity.IsPersistent
getset

Gets or sets a value indicating whether this Entity is persistent.

true if this Entity is persistent; otherwise, false.

◆ IsPositionFrozen

bool GTA.Entity.IsPositionFrozen
getset

Gets or sets a value indicating whether this Entity is frozen.

true if this Entity is position frozen; otherwise, false.

◆ IsRecordingCollisions

bool GTA.Entity.IsRecordingCollisions
set

Gets or sets a value indicating whether this Entity is recording collisions.

◆ IsRendered

bool GTA.Entity.IsRendered
get

Gets a value indicating whether this Entity is rendered.

true if this Entity is rendered; otherwise, false.

◆ IsVisible

bool GTA.Entity.IsVisible
getset

Gets or sets a value indicating whether this Entity is visible.

true if this Entity is visible; otherwise, false.

◆ LeftPosition

Vector3 GTA.Entity.LeftPosition
get

Gets a position directly to the left of this Entity

◆ LodDistance

int GTA.Entity.LodDistance
getset

Gets or sets the level of detail distance of this Entity.

◆ Matrix

Matrix GTA.Entity.Matrix
get

Gets this Entitys matrix which stores position and rotation information.

◆ MaxHealth

virtual int GTA.Entity.MaxHealth
getset

Gets or sets the maximum health of this Entity as an int.

Use MaxHealthFloat instead if you need to get or set the value strictly, since a max health value of a Entity are stored as a float.

The maximum health as an integer.

◆ MaxHealthFloat

float?? GTA.Entity.MaxHealthFloat
getset

Gets or sets the maximum health of this Entity in float.

The maximum health in float.

◆ MaxSpeed

float GTA.Entity.MaxSpeed
set

Sets the maximum speed this Entity can move at.

◆ Opacity

int GTA.Entity.Opacity
getset

Gets or sets how opaque this Entity is.

0 for completely see through, 255 for fully opaque

◆ Position

virtual Vector3 GTA.Entity.Position
getset

Gets or sets the position of this Entity.

The position in world space.

◆ PositionNoOffset

Vector3 GTA.Entity.PositionNoOffset
set

Sets the position of this Entity without any offset.

The position in world space.

◆ Quaternion

Quaternion GTA.Entity.Quaternion
getset

Gets or sets the quaternion of this Entity.

◆ RearPosition

Vector3 GTA.Entity.RearPosition
get

Gets a position directly behind this Entity

◆ RightPosition

Vector3 GTA.Entity.RightPosition
get

Gets a position directly to the right of this Entity

◆ RightVector

Vector3 GTA.Entity.RightVector
get

Gets the vector that points to the right of this Entity

◆ Rotation

virtual Vector3 GTA.Entity.Rotation
getset

Gets or sets the rotation of this Entity.

The yaw, pitch, roll rotation values.

◆ RotationVelocity

Vector3 GTA.Entity.RotationVelocity
get

Gets the rotation velocity of this Entity.

◆ Speed

float GTA.Entity.Speed
getset

Gets or sets this Entitys speed.

The speed in m/s.

◆ UpVector

Vector3 GTA.Entity.UpVector
get

Gets the vector that points above this Entity

◆ Velocity

Vector3 GTA.Entity.Velocity
getset

Gets or sets the velocity of this Entity.


The documentation for this class was generated from the following file: