◆ RaycastResult()
| GTA.RaycastResult.RaycastResult |
( |
int |
handle | ) |
|
◆ DidHit
| bool GTA.RaycastResult.DidHit |
|
get |
Gets a value indicating whether this ray cast collided with anything.
◆ HitEntity
| Entity GTA.RaycastResult.HitEntity |
|
get |
Gets the Entity this ray cast collided with.
Returns null if the ray cast didn't collide with any Entity.
◆ HitPosition
| Vector3 GTA.RaycastResult.HitPosition |
|
get |
Gets the world coordinates where this ray cast collided.
Returns Vector3.Zero if the ray cast didn't collide with anything.
◆ MaterialHash
Gets a hash indicating the material type of what this ray cast collided with.
Returns MaterialHash.None if the ray cast didn't collide with anything.
◆ Result
| int GTA.RaycastResult.Result |
|
get |
◆ SurfaceNormal
| Vector3 GTA.RaycastResult.SurfaceNormal |
|
get |
Gets the normal of the surface where this ray cast collided.
Returns Vector3.Zero if the ray cast didn't collide with anything.
The documentation for this struct was generated from the following file:
- C:/Users/nitan/source/repos/scripthookvdotnet/source/scripting_v3/GTA/RaycastResult.cs