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Ped | Clone (float heading=0.0f) |
| Spawn an identical clone of this Ped. More...
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void | Kill () |
| Kills this Ped immediately. More...
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void | Resurrect () |
| Resurrects this Ped from death. More...
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new bool | Exists () |
| Determines if this Ped exists. More...
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void | ClearBloodDamage () |
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void | ClearVisibleDamage () |
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void | GiveHelmet (bool canBeRemovedByPed, Helmet helmetType, int textureIndex) |
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void | RemoveHelmet (bool instantly) |
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bool | GetConfigFlag (int flagID) |
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void | SetConfigFlag (int flagID, bool value) |
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void | ResetConfigFlag (int flagID) |
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bool | IsHeadtracking (Entity entity) |
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void | Ragdoll (int duration=-1, RagdollType ragdollType=RagdollType.Normal) |
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void | CancelRagdoll () |
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bool | IsInVehicle () |
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bool | IsInVehicle (Vehicle vehicle) |
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bool | IsSittingInVehicle () |
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bool | IsSittingInVehicle (Vehicle vehicle) |
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void | SetIntoVehicle (Vehicle vehicle, VehicleSeat seat) |
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void | OpenParachute () |
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bool | IsInCombatAgainst (Ped target) |
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void | ApplyDamage (int damageAmount) |
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override bool | HasBeenDamagedBy (WeaponHash weapon) |
| Determines whether this Entity has been damaged by a specific weapon]. More...
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override bool | HasBeenDamagedByAnyWeapon () |
| Determines whether this Entity has been damaged by any weapon. More...
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override bool | HasBeenDamagedByAnyMeleeWeapon () |
| Determines whether this Entity has been damaged by any melee weapon. More...
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override void | ClearLastWeaponDamage () |
| Clears the last weapon damage this Entity received. More...
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Relationship | GetRelationshipWithPed (Ped ped) |
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void | LeaveGroup () |
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void | PlayAmbientSpeech (string speechName, SpeechModifier modifier=SpeechModifier.Standard) |
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void | PlayAmbientSpeech (string speechName, string voiceName, SpeechModifier modifier=SpeechModifier.Standard) |
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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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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 | 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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bool | IsHuman => Function.Call<bool>(Hash.IS_PED_HUMAN, Handle) |
| Gets a value indicating whether this Ped is human. More...
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bool | IsCuffed => Function.Call<bool>(Hash.IS_PED_CUFFED, Handle) |
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bool | IsWearingHelmet => Function.Call<bool>(Hash.IS_PED_WEARING_HELMET, Handle) |
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Style | Style => _style ?? (_style = new Style(this)) |
| Opens a list of clothing and prop configurations that this Ped can wear. More...
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Gender | Gender => Function.Call<bool>(Hash.IS_PED_MALE, Handle) ? Gender.Male : Gender.Female |
| Gets the gender of this Ped. More...
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bool | IsPlayer => Function.Call<bool>(Hash.IS_PED_A_PLAYER, Handle) |
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new PedBoneCollection | Bones => _pedBones ?? (_pedBones = new PedBoneCollection(this)) |
| Gets a collection of the PedBones in this Ped. More...
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bool | IsIdle => !IsInjured && !IsRagdoll && !IsInAir && !IsOnFire && !IsDucking && !IsGettingIntoVehicle && !IsInCombat && !IsInMeleeCombat && (!IsInVehicle() || IsSittingInVehicle()) |
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bool | IsProne => Function.Call<bool>(Hash.IS_PED_PRONE, Handle) |
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bool | IsGettingUp => Function.Call<bool>(Hash.IS_PED_GETTING_UP, Handle) |
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bool | IsDiving => Function.Call<bool>(Hash.IS_PED_DIVING, Handle) |
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bool | IsJumping => Function.Call<bool>(Hash.IS_PED_JUMPING, Handle) |
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bool | IsFalling => Function.Call<bool>(Hash.IS_PED_FALLING, Handle) |
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bool | IsVaulting => Function.Call<bool>(Hash.IS_PED_VAULTING, Handle) |
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bool | IsClimbing => Function.Call<bool>(Hash.IS_PED_CLIMBING, Handle) |
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bool | IsWalking => Function.Call<bool>(Hash.IS_PED_WALKING, Handle) |
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bool | IsRunning => Function.Call<bool>(Hash.IS_PED_RUNNING, Handle) |
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bool | IsSprinting => Function.Call<bool>(Hash.IS_PED_SPRINTING, Handle) |
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bool | IsStopped => Function.Call<bool>(Hash.IS_PED_STOPPED, Handle) |
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bool | IsSwimming => Function.Call<bool>(Hash.IS_PED_SWIMMING, Handle) |
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bool | IsSwimmingUnderWater => Function.Call<bool>(Hash.IS_PED_SWIMMING_UNDER_WATER, Handle) |
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TaskInvoker | Task => _tasks ?? (_tasks = new TaskInvoker(this)) |
| Opens a list of TaskInvoker that this Ped can carry out. More...
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int | TaskSequenceProgress => Function.Call<int>(Hash.GET_SEQUENCE_PROGRESS, Handle) |
| Gets the stage of the TaskSequence this Ped is currently executing. More...
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bool | IsRagdoll => Function.Call<bool>(Hash.IS_PED_RAGDOLL, Handle) |
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Euphoria | Euphoria => _euphoria ?? (_euphoria = new Euphoria(this)) |
| Opens a list of GTA.NaturalMotion.Euphoria Helpers which can be applied to this Ped. More...
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WeaponCollection | Weapons => _weapons ?? (_weapons = new WeaponCollection(this)) |
| Gets a collection of all this Peds Weapons. More...
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bool | IsOnBike => Function.Call<bool>(Hash.IS_PED_ON_ANY_BIKE, Handle) |
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bool | IsOnFoot => Function.Call<bool>(Hash.IS_PED_ON_FOOT, Handle) |
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bool | IsInSub => Function.Call<bool>(Hash.IS_PED_IN_ANY_SUB, Handle) |
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bool | IsInTaxi => Function.Call<bool>(Hash.IS_PED_IN_ANY_TAXI, Handle) |
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bool | IsInTrain => Function.Call<bool>(Hash.IS_PED_IN_ANY_TRAIN, Handle) |
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bool | IsInHeli => Function.Call<bool>(Hash.IS_PED_IN_ANY_HELI, Handle) |
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bool | IsInPlane => Function.Call<bool>(Hash.IS_PED_IN_ANY_PLANE, Handle) |
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bool | IsInFlyingVehicle => Function.Call<bool>(Hash.IS_PED_IN_FLYING_VEHICLE, Handle) |
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bool | IsInBoat => Function.Call<bool>(Hash.IS_PED_IN_ANY_BOAT, Handle) |
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bool | IsInPoliceVehicle => Function.Call<bool>(Hash.IS_PED_IN_ANY_POLICE_VEHICLE, Handle) |
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bool | IsGettingIntoVehicle => Function.Call<bool>(Hash.IS_PED_GETTING_INTO_A_VEHICLE, Handle) |
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bool | IsJumpingOutOfVehicle => Function.Call<bool>(Hash.IS_PED_JUMPING_OUT_OF_VEHICLE, Handle) |
| Gets a value indicating whether this Ped is jumping out of their vehicle. More...
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bool | IsTryingToEnterALockedVehicle => Function.Call<bool>(Hash.IS_PED_TRYING_TO_ENTER_A_LOCKED_VEHICLE, Handle) |
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bool | IsJacking => Function.Call<bool>(Hash.IS_PED_JACKING, Handle) |
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bool | IsBeingJacked => Function.Call<bool>(Hash.IS_PED_BEING_JACKED, Handle) |
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bool | IsInParachuteFreeFall => Function.Call<bool>(Hash.IS_PED_IN_PARACHUTE_FREE_FALL, Handle) |
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ParachuteState | ParachuteState => Function.Call<ParachuteState>(Hash.GET_PED_PARACHUTE_STATE, Handle) |
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ParachuteLandingType | ParachuteLandingType => Function.Call<ParachuteLandingType>(Hash.GET_PED_PARACHUTE_LANDING_TYPE, Handle) |
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bool | IsFleeing => Function.Call<bool>(Hash.IS_PED_FLEEING, Handle) |
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bool | IsInjured => Function.Call<bool>(Hash.IS_PED_INJURED, Handle) |
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bool | IsInStealthMode => Function.Call<bool>(Hash.GET_PED_STEALTH_MOVEMENT, Handle) |
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bool | IsInCombat => Function.Call<bool>(Hash.IS_PED_IN_COMBAT, Handle) |
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bool | IsInMeleeCombat => Function.Call<bool>(Hash.IS_PED_IN_MELEE_COMBAT, Handle) |
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bool | IsAiming => GetConfigFlag(78) |
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bool | IsPlantingBomb => Function.Call<bool>(Hash.IS_PED_PLANTING_BOMB, Handle) |
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bool | IsShooting => Function.Call<bool>(Hash.IS_PED_SHOOTING, Handle) |
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bool | IsReloading => Function.Call<bool>(Hash.IS_PED_RELOADING, Handle) |
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bool | IsDoingDriveBy => Function.Call<bool>(Hash.IS_PED_DOING_DRIVEBY, Handle) |
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bool | IsGoingIntoCover => Function.Call<bool>(Hash.IS_PED_GOING_INTO_COVER, Handle) |
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bool | IsAimingFromCover => Function.Call<bool>(Hash.IS_PED_AIMING_FROM_COVER, Handle) |
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bool | IsBeingStunned => Function.Call<bool>(Hash.IS_PED_BEING_STUNNED, Handle) |
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bool | IsBeingStealthKilled => Function.Call<bool>(Hash.IS_PED_BEING_STEALTH_KILLED, Handle) |
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bool | IsPerformingStealthKill => Function.Call<bool>(Hash.IS_PED_PERFORMING_STEALTH_KILL, Handle) |
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bool | IsInCover => Function.Call<bool>(Hash.IS_PED_IN_COVER, Handle, false) |
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bool | IsInCoverFacingLeft => Function.Call<bool>(Hash.IS_PED_IN_COVER_FACING_LEFT, Handle) |
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bool | WasKilledByStealth => Function.Call<bool>(Hash.WAS_PED_KILLED_BY_STEALTH, Handle) |
| Gets a value indicating whether this Ped was killed by a stealth attack. More...
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bool | WasKilledByTakedown => Function.Call<bool>(Hash.WAS_PED_KILLED_BY_TAKEDOWN, Handle) |
| Gets a value indicating whether this Ped was killed by a takedown. More...
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Entity | Killer => FromHandle(Function.Call<int>(Hash.GET_PED_SOURCE_OF_DEATH, Handle)) |
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bool | IsInGroup => Function.Call<bool>(Hash.IS_PED_IN_GROUP, Handle) |
| Gets if this Ped is in a PedGroup. More...
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PedGroup | PedGroup => IsInGroup ? new PedGroup(Function.Call<int>(Hash.GET_PED_GROUP_INDEX, Handle, false)) : null |
| Gets the PedGroup this Ped is in. More...
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bool | IsAmbientSpeechPlaying => Function.Call<bool>(Hash.IS_AMBIENT_SPEECH_PLAYING, Handle) |
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bool | IsScriptedSpeechPlaying => Function.Call<bool>(Hash.IS_SCRIPTED_SPEECH_PLAYING, Handle) |
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bool | IsAnySpeechPlaying => Function.Call<bool>(Hash.IS_ANY_SPEECH_PLAYING, Handle) |
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bool | IsAmbientSpeechEnabled => !Function.Call<bool>(Hash.IS_AMBIENT_SPEECH_DISABLED, Handle) |
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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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bool | CanWearHelmet [set] |
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float?? | Sweat [get, set] |
| Gets or sets the how much sweat should be rendered on this Ped. More...
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float | WetnessHeight [set] |
| Sets how high up on this Peds body water should be visible. More...
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int | Armor [get, set] |
| Gets or sets how much Armor this Ped is wearing. More...
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float???????? | ArmorFloat [get, set] |
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int | Money [get, set] |
| Gets or sets how much money this Ped is carrying. More...
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override int | MaxHealth [get, set] |
| Gets or sets the maximum health of this Ped as an int. More...
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bool | IsDucking [get, set] |
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bool | AlwaysKeepTask [set] |
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bool | BlockPermanentEvents [set] |
| Sets whether permanent events are blocked for this Ped. If permanent events are blocked, this Ped will only do as it's told, and won't flee when shot at, etc. More...
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bool | CanRagdoll [get, set] |
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int | Accuracy [get, set] |
| Gets or sets how accurate this Peds shooting ability is. The higher the value of this property is, the more likely it is that this Ped will shoot at exactly where they are aiming at. More...
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int | ShootRate [set] |
| Sets the rate this Ped will shoot at. More...
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FiringPattern | FiringPattern [set] |
| Sets the pattern this Ped uses to fire weapons. More...
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VehicleWeaponHash? | VehicleWeapon [get] |
| Gets the vehicle weapon this Ped is using. More...
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bool | CanSwitchWeapons [set] |
| Sets if this Ped can switch between different weapons. More...
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bool | CanBeDraggedOutOfVehicle [set] |
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bool | CanBeKnockedOffBike [set] |
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bool | CanFlyThroughWindscreen [get, set] |
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Vehicle? | LastVehicle [get] |
| Gets the last Vehicle this Ped used. More...
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Vehicle? | CurrentVehicle [get] |
| Gets the current Vehicle this Ped is using. More...
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Vehicle? | VehicleTryingToEnter [get] |
| Gets the Vehicle this Ped is trying to enter. More...
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VehicleSeat???? | SeatIndex [get] |
| Gets the VehicleSeat this Ped is in. More...
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float | DrivingSpeed [set] |
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float | MaxDrivingSpeed [set] |
| Sets the maximum driving speed this Ped can drive at. More...
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DrivingStyle | DrivingStyle [set] |
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VehicleDrivingFlags | VehicleDrivingFlags [set] |
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bool | StaysInVehicleWhenJacked [set] |
| Sets a value indicating whether this Ped will stay in the vehicle when the driver gets jacked. More...
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Ped? | Jacker [get] |
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Ped? | JackTarget [get] |
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bool | IsEnemy [set] |
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bool | IsPriorityTargetForEnemies [set] |
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bool | CanBeTargetted [set] |
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bool | CanBeShotInVehicle [set] |
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Ped? | MeleeTarget [get] |
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bool | CanWrithe [get, set] |
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bool??? | CanSufferCriticalHits [get, set] |
| Gets or Sets whether this Ped can suffer critical damage (which deals 1000 times base damages to non-player characters with default weapon configs) when bullets hit this Ped's head bone or its child bones. If this Ped can't suffer critical damage, they will take base damage of weapons when bullets hit their head bone or its child bones, just like when bullets hit a bone other than their head bone, its child bones, or limb bones. More...
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bool | DiesOnLowHealth [set] |
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bool | DiesInstantlyInWater [set] |
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bool | DrownsInWater [set] |
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bool | DrownsInSinkingVehicle [set] |
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bool?? | DropsEquippedWeaponOnDeath [get, set] |
| Sets whether this Ped will drop the equipped weapon when they get killed. Note that Peds will drop only their equipped weapon when they get killed. More...
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float???????? | InjuryHealthThreshold [get, set] |
| Gets or sets the injury health threshold for this Ped. The pedestrian is considered injured when its health drops below this value. The pedestrian dies on attacks when its health is below this value. More...
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float???????? | FatalInjuryHealthThreshold [get, set] |
| Gets or sets the fatal injury health threshold for this Ped. The pedestrian health will be set to 0.0 when it drops below this value. More...
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Vector3 | LastWeaponImpactPosition [get] |
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RelationshipGroup | RelationshipGroup [get, set] |
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bool | NeverLeavesGroup [set] |
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bool | CanPlayGestures [set] |
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bool | IsPainAudioEnabled [set] |
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string | Voice [set] |
| Sets the voice to use when this Ped speaks. More...
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string?? | MovementAnimationSet [set] |
| Sets the animation dictionary or set this Ped should use or null to clear it. 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] |
|