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.ParticleEffectAsset Struct Reference
Inheritance diagram for GTA.ParticleEffectAsset:

Public Member Functions

 ParticleEffectAsset (string assetName)
 Creates a class used for loading ParticleEffectAssets than can be used to start ParticleEffects from inside the Asset More...
 
void Request ()
 Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects. More...
 
bool Request (int timeout)
 Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects. More...
 
void MarkAsNoLongerNeeded ()
 Tells the game we have finished using this ParticleEffectAsset and it can be freed from memory. More...
 
bool Equals (ParticleEffectAsset asset)
 
override bool Equals (object obj)
 
override int GetHashCode ()
 
override string ToString ()
 

Static Public Member Functions

static bool operator== (ParticleEffectAsset left, ParticleEffectAsset right)
 
static bool operator!= (ParticleEffectAsset left, ParticleEffectAsset right)
 
static implicit operator InputArgument (ParticleEffectAsset asset)
 Converts a ParticleEffectAsset to a native input argument. More...
 

Public Attributes

bool IsLoaded => Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, AssetName)
 Gets a value indicating whether this ParticleEffectAsset is Loaded More...
 

Properties

string AssetName [get]
 Gets the name of the this ParticleEffectAsset file. More...
 
static Color NonLoopedColor [set]
 Sets the Color for all NonLooped Particle Effects More...
 

Constructor & Destructor Documentation

◆ ParticleEffectAsset()

GTA.ParticleEffectAsset.ParticleEffectAsset ( string  assetName)

Creates a class used for loading ParticleEffectAssets than can be used to start ParticleEffects from inside the Asset

Parameters
assetNameThe name of the asset file which contains all the ParticleEffects you are wanting to start

The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the assetName

Member Function Documentation

◆ Equals() [1/2]

override bool GTA.ParticleEffectAsset.Equals ( object  obj)

◆ Equals() [2/2]

bool GTA.ParticleEffectAsset.Equals ( ParticleEffectAsset  asset)

◆ GetHashCode()

override int GTA.ParticleEffectAsset.GetHashCode ( )

◆ MarkAsNoLongerNeeded()

void GTA.ParticleEffectAsset.MarkAsNoLongerNeeded ( )

Tells the game we have finished using this ParticleEffectAsset and it can be freed from memory.

◆ operator InputArgument()

static implicit GTA.ParticleEffectAsset.operator InputArgument ( ParticleEffectAsset  asset)
static

Converts a ParticleEffectAsset to a native input argument.

◆ operator!=()

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

◆ operator==()

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

◆ Request() [1/2]

void GTA.ParticleEffectAsset.Request ( )

Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.

◆ Request() [2/2]

bool GTA.ParticleEffectAsset.Request ( int  timeout)

Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.

Parameters
timeoutHow long in milliseconds should the game wait while the model hasn't been loaded before giving up
Returns
true if the ParticleEffectAsset is Loaded; otherwise, false

◆ ToString()

override string GTA.ParticleEffectAsset.ToString ( )

Member Data Documentation

◆ IsLoaded

bool GTA.ParticleEffectAsset.IsLoaded => Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, AssetName)

Gets a value indicating whether this ParticleEffectAsset is Loaded

Use Request() or Request(int) to load the asset

Property Documentation

◆ AssetName

string GTA.ParticleEffectAsset.AssetName
get

Gets the name of the this ParticleEffectAsset file.

◆ NonLoopedColor

Color GTA.ParticleEffectAsset.NonLoopedColor
staticset

Sets the Color for all NonLooped Particle Effects


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