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

Public Member Functions

new bool Exists ()
 Determines if this Prop exists. More...
 
- Public Member Functions inherited from GTA.Entity
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 Equals (object obj)
 Determines if an object refers to the same entity as this Entity. More...
 
override int GetHashCode ()
 

Additional Inherited Members

- Static Public Member Functions inherited from GTA.Entity
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 inherited from GTA.Entity
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...
 
- Protected Member Functions inherited from GTA.PoolObject
 PoolObject (int handle)
 
- Properties inherited from GTA.Entity
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]
 

Member Function Documentation

◆ Exists()

new bool GTA.Prop.Exists ( )
virtual

Determines if this Prop exists.

Returns
true if this Prop exists; otherwise, false.

Reimplemented from GTA.Entity.


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