◆ 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
-
| assetName | The 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
◆ Equals() [1/2]
| override bool GTA.ParticleEffectAsset.Equals |
( |
object |
obj | ) |
|
◆ Equals() [2/2]
◆ 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()
◆ operator!=()
◆ operator==()
◆ Request() [1/2]
| void GTA.ParticleEffectAsset.Request |
( |
| ) |
|
◆ 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
-
| timeout | How 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 |
( |
| ) |
|
◆ IsLoaded
| bool GTA.ParticleEffectAsset.IsLoaded => Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, AssetName) |
◆ AssetName
| string GTA.ParticleEffectAsset.AssetName |
|
get |
◆ 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: