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/
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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... | |
GTA.ParticleEffectAsset.ParticleEffectAsset | ( | string | assetName | ) |
Creates a class used for loading ParticleEffectAssets than can be used to start ParticleEffects from inside the Asset
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
override bool GTA.ParticleEffectAsset.Equals | ( | object | obj | ) |
bool GTA.ParticleEffectAsset.Equals | ( | ParticleEffectAsset | asset | ) |
override int GTA.ParticleEffectAsset.GetHashCode | ( | ) |
void GTA.ParticleEffectAsset.MarkAsNoLongerNeeded | ( | ) |
Tells the game we have finished using this ParticleEffectAsset and it can be freed from memory.
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static |
Converts a ParticleEffectAsset to a native input argument.
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static |
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static |
void GTA.ParticleEffectAsset.Request | ( | ) |
Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.
bool GTA.ParticleEffectAsset.Request | ( | int | timeout | ) |
Attempts to load this ParticleEffectAsset into memory so it can be used for starting ParticleEffects.
timeout | How long in milliseconds should the game wait while the model hasn't been loaded before giving up |
true
if the ParticleEffectAsset is Loaded; otherwise, false
override string GTA.ParticleEffectAsset.ToString | ( | ) |
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
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get |
Gets the name of the this ParticleEffectAsset file.
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staticset |
Sets the Color for all NonLooped Particle Effects