Template:Entity functions c: Difference between revisions

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(will contain data of mp.game.entity)
 
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*Functions:
*[[GameEntity::doesExist|mp.game.entity.doesExist]]
**[[Entity::hasClearLosToInFront|Entity::hasClearLosToInFront(entity2)]]
*[[GameEntity::doesBelongToThisScript|mp.game.entity.doesBelongToThisScript]]
**[[Entity::getPedIndexFromIndex|Entity::getPedIndexFromIndex()]]
*[[GameEntity::doesHaveDrawable|mp.game.entity.doesHaveDrawable]]
**[[Entity::doesHaveDrawable|Entity::doesHaveDrawable()]]
*[[GameEntity::doesHavePhysics|mp.game.entity.doesHavePhysics]]
**[[Entity::setCoords|Entity::setCoords(xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)]]
*[[GameEntity::hasAnimFinished|mp.game.entity.hasAnimFinished]]
**[[Entity::setRecordsCollisions|Entity::setRecordsCollisions(toggle)]]
*[[GameEntity::hasBeenDamagedByAnyObject|mp.game.entity.hasBeenDamagedByAnyObject]]
**[[Entity::getForwardVector|Entity::getForwardVector()]]
*[[GameEntity::hasBeenDamagedByAnyPed|mp.game.entity.hasBeenDamagedByAnyPed]]
**[[Entity::isAMission|Entity::isAMission()]]
*[[GameEntity::hasBeenDamagedByAnyVehicle|mp.game.entity.hasBeenDamagedByAnyVehicle]]
**[[Entity::setLoadCollisionFlag|Entity::setLoadCollisionFlag(toggle)]]
*[[GameEntity::hasBeenDamagedByEntity|mp.game.entity.hasBeenDamagedByEntity]]
**[[Entity::setMaxSpeed|Entity::setMaxSpeed(speed)]]
*[[GameEntity::hasClearLosToEntity|mp.game.entity.hasClearLosToEntity]]
**[[Entity::isTouchingModel|Entity::isTouchingModel(modelHash)]]
*[[GameEntity::hasClearLosToEntity2|mp.game.entity.hasClearLosToEntity2]]
**[[Entity::isStatic|Entity::isStatic()]]
*[[GameEntity::hasClearLosToEntityInFront|mp.game.entity.hasClearLosToEntityInFront]]
**[[Entity::getMaxHealth|Entity::getMaxHealth()]]
*[[GameEntity::hasCollidedWithAnything|mp.game.entity.hasCollidedWithAnything]]
**[[Entity::setMaxHealth|Entity::setMaxHealth(value)]]
*[[GameEntity::getLastMaterialHitBy|mp.game.entity.getLastMaterialHitBy]]
**[[Entity::setDynamic|Entity::setDynamic(toggle)]]
*[[GameEntity::getCollisionNormalOfLastHitFor|mp.game.entity.getCollisionNormalOfLastHitFor]]
**[[Entity::setCanBeDamaged|Entity::setCanBeDamaged(toggle)]]
*[[GameEntity::forceAiAndAnimationUpdate|mp.game.entity.forceAiAndAnimationUpdate]]
**[[Entity::isTouching|Entity::isTouching(targetEntity)]]
*[[GameEntity::getAnimCurrentTime|mp.game.entity.getAnimCurrentTime]]
**[[Entity::getOffsetFromInWorldCoords|Entity::getOffsetFromInWorldCoords(offsetX, offsetY, offsetZ)]]
*[[GameEntity::getAnimTotalTime|mp.game.entity.getAnimTotalTime]]
**[[Entity::applyForceToCenterOfMass|Entity::applyForceToCenterOfMass(forceType, x, y, z, p5, isRel, highForce, p8)]]
*[[GameEntity::getAnimDuration|mp.game.entity.getAnimDuration]]
**[[Entity::setCollision|Entity::setCollision(toggle, keepPhysics)]]
*[[GameEntity::getEntityAnimDuration|mp.game.entity.getEntityAnimDuration]]
**[[Entity::setVelocity|Entity::setVelocity(x, y, z)]]
*[[GameEntity::getAttachedTo|mp.game.entity.getAttachedTo]]
**[[Entity::isUpsidedown|Entity::isUpsidedown()]]
*[[GameEntity::getCoords|mp.game.entity.getCoords]]
**[[Entity::getHeightAboveGround|Entity::getHeightAboveGround()]]
*[[GameEntity::getForwardVector|mp.game.entity.getForwardVector]]
**[[Entity::isPlayingAnim|Entity::isPlayingAnim(animDict, animName, p4)]]
*[[GameEntity::getForwardX|mp.game.entity.getForwardX]]
**[[Entity::isAtCoord|Entity::isAtCoord(xPos, yPos, zPos, xSize, ySize, zSize, p7, p8, p9)]]
*[[GameEntity::getForwardY|mp.game.entity.getForwardY]]
**[[Entity::hasAnimFinished|Entity::hasAnimFinished(animDict, animName, p3)]]
*[[GameEntity::getHeading|mp.game.entity.getHeading]]
**[[Entity::getRotationVelocity|Entity::getRotationVelocity()]]
*[[GameEntity::getPhysicsHeading|mp.game.entity.getPhysicsHeading]]
**[[Entity::getOffsetFromGivenWorldCoords|Entity::getOffsetFromGivenWorldCoords(posX, posY, posZ)]]
*[[GameEntity::getHealth|mp.game.entity.getHealth]]
**[[Entity::setCoordsNoOffset|Entity::setCoordsNoOffset(xPos, yPos, zPos, xAxis, yAxis, zAxis)]]
*[[GameEntity::getMaxHealth|mp.game.entity.getMaxHealth]]
**[[Entity::isAttachedToAnyVehicle|Entity::isAttachedToAnyVehicle()]]
*[[GameEntity::setMaxHealth|mp.game.entity.setMaxHealth]]
**[[Entity::stopAnim|Entity::stopAnim(animation, animGroup, p3)]]
*[[GameEntity::getHeight|mp.game.entity.getHeight]]
**[[Entity::setAnimSpeed|Entity::setAnimSpeed(animDictionary, animName, speedMultiplier)]]
*[[GameEntity::getHeightAboveGround|mp.game.entity.getHeightAboveGround]]
**[[Entity::setMotionBlur|Entity::setMotionBlur(toggle)]]
*[[GameEntity::getMatrix|mp.game.entity.getMatrix]]
**[[Entity::getAnimCurrentTime|Entity::getAnimCurrentTime(animDict, animName)]]
*[[GameEntity::getModel|mp.game.entity.getModel]]
**[[Entity::setInvincible|Entity::setInvincible(toggle)]]
*[[GameEntity::getOffsetFromGivenWorldCoords|mp.game.entity.getOffsetFromGivenWorldCoords]]
**[[Entity::getCoords|Entity::getCoords(alive)]]
*[[GameEntity::getOffsetFromInWorldCoords|mp.game.entity.getOffsetFromInWorldCoords]]
**[[Entity::forceAiAndAnimationUpdate|Entity::forceAiAndAnimationUpdate()]]
*[[GameEntity::getPitch|mp.game.entity.getPitch]]
**[[Entity::getLodDist|Entity::getLodDist()]]
*[[GameEntity::getQuaternion|mp.game.entity.getQuaternion]]
**[[Entity::freezePosition|Entity::freezePosition(toggle)]]
*[[GameEntity::getRoll|mp.game.entity.getRoll]]
**[[Entity::stopSynchronizedAnim|Entity::stopSynchronizedAnim(p1, p2)]]
*[[GameEntity::getRotation|mp.game.entity.getRotation]]
**[[Entity::setAnimCurrentTime|Entity::setAnimCurrentTime(animDictionary, animName, time)]]
*[[GameEntity::getRotationVelocity|mp.game.entity.getRotationVelocity]]
**[[Entity::setAlpha|Entity::setAlpha(alphaLevel, skin)]]
*[[GameEntity::getScript|mp.game.entity.getScript]]
**[[Entity::getWorldPositionOfBone|Entity::getWorldPositionOfBone(boneIndex)]]
*[[GameEntity::getSpeed|mp.game.entity.getSpeed]]
**[[Entity::isVisible|Entity::isVisible()]]
*[[GameEntity::getSpeedVector|mp.game.entity.getSpeedVector]]
**[[Entity::getVelocity|Entity::getVelocity()]]
*[[GameEntity::getUprightValue|mp.game.entity.getUprightValue]]
**[[Entity::getAttachedTo|Entity::getAttachedTo()]]
*[[GameEntity::getVelocity|mp.game.entity.getVelocity]]
**[[Entity::setHasGravity|Entity::setHasGravity(toggle)]]
*[[GameEntity::getObjectIndexFromIndex|mp.game.entity.getObjectIndexFromIndex]]
**[[Entity::getVehicleIndexFromIndex|Entity::getVehicleIndexFromIndex()]]
*[[GameEntity::getPedIndexFromIndex|mp.game.entity.getPedIndexFromIndex]]
**[[Entity::getNearestPlayerToOnTeam|Entity::getNearestPlayerToOnTeam(team)]]
*[[GameEntity::getVehicleIndexFromIndex|mp.game.entity.getVehicleIndexFromIndex]]
**[[Entity::getAnimTotalTime|Entity::getAnimTotalTime(animDict, animName)]]
*[[GameEntity::getWorldPositionOfBone|mp.game.entity.getWorldPositionOfBone]]
**[[Entity::isInAngledArea|Entity::isInAngledArea(originX, originY, originZ, edgeX, edgeY, edgeZ, angle, p8, p9, p10)]]
*[[GameEntity::getNearestPlayerTo|mp.game.entity.getNearestPlayerTo]]
**[[Entity::isAPed|Entity::isAPed()]]
*[[GameEntity::getNearestPlayerToOnTeam|mp.game.entity.getNearestPlayerToOnTeam]]
**[[Entity::isUpright|Entity::isUpright(angle)]]
*[[GameEntity::getType|mp.game.entity.getType]]
**[[Entity::isInArea|Entity::isInArea(x1, y1, z1, x2, y2, z2, p7, p8, p9)]]
*[[GameEntity::getPopulationType|mp.game.entity.getPopulationType]]
**[[Entity::setTrafficlightOverride|Entity::setTrafficlightOverride(state)]]
*[[GameEntity::isAn|mp.game.entity.isAn]]
**[[Entity::setLodDist|Entity::setLodDist(value)]]
*[[GameEntity::isAnEntity|mp.game.entity.isAnEntity]]
**[[Entity::getAlpha|Entity::getAlpha()]]
*[[GameEntity::isAPed|mp.game.entity.isAPed]]
**[[Entity::getHeight|Entity::getHeight(X, Y, Z, atTop, inWorldCoords)]]
*[[GameEntity::isAMissionEntity|mp.game.entity.isAMissionEntity]]
**[[Entity::getLastMaterialHitBy|Entity::getLastMaterialHitBy()]]
*[[GameEntity::isAVehicle|mp.game.entity.isAVehicle]]
**[[Entity::isDead|Entity::isDead()]]
*[[GameEntity::isAnObject|mp.game.entity.isAnObject]]
**[[Entity::hasBeenDamagedByAnyPed|Entity::hasBeenDamagedByAnyPed()]]
*[[GameEntity::isAtCoord|mp.game.entity.isAtCoord]]
**[[Entity::setCoords2|Entity::setCoords2(xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)]]
*[[GameEntity::isAtEntity|mp.game.entity.isAtEntity]]
**[[Entity::isAVehicle|Entity::isAVehicle()]]
*[[GameEntity::isAttached|mp.game.entity.isAttached]]
**[[Entity::setHealth|Entity::setHealth(health)]]
*[[GameEntity::isAttachedToAnyObject|mp.game.entity.isAttachedToAnyObject]]
**[[Entity::attachTo|Entity::attachTo(entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, vertexIndex, fixedRot)]]
*[[GameEntity::isAttachedToAnyPed|mp.game.entity.isAttachedToAnyPed]]
**[[Entity::setOnlyDamagedByRelationshipGroup|Entity::setOnlyDamagedByRelationshipGroup(p1, p2)]]
*[[GameEntity::isAttachedToAnyVehicle|mp.game.entity.isAttachedToAnyVehicle]]
**[[Entity::getNearestPlayerTo|Entity::getNearestPlayerTo()]]
*[[GameEntity::isAttachedToEntity|mp.game.entity.isAttachedToEntity]]
**[[Entity::doesExist|Entity::doesExist()]]
*[[GameEntity::isDead|mp.game.entity.isDead]]
**[[Entity::setRenderScorched|Entity::setRenderScorched(toggle)]]
*[[GameEntity::isInAir|mp.game.entity.isInAir]]
**[[Entity::isAt|Entity::isAt(entity2, xSize, ySize, zSize, p5, p6, p7)]]
*[[GameEntity::isInAngledArea|mp.game.entity.isInAngledArea]]
**[[Entity::setQuaternion|Entity::setQuaternion(x, y, z, w)]]
*[[GameEntity::isInArea|mp.game.entity.isInArea]]
**[[Entity::setOnlyDamagedByPlayer|Entity::setOnlyDamagedByPlayer(toggle)]]
*[[GameEntity::isInZone|mp.game.entity.isInZone]]
**[[Entity::getQuaternion|Entity::getQuaternion(x, y, z, w)]]
*[[GameEntity::isInWater|mp.game.entity.isInWater]]
**[[Entity::setLights|Entity::setLights(toggle)]]
*[[GameEntity::getSubmergedLevel|mp.game.entity.getSubmergedLevel]]
**[[Entity::playAnim|Entity::playAnim(animName, propName, p3, p4, p5, p6, delta, bitset)]]
*[[GameEntity::isOnScreen|mp.game.entity.isOnScreen]]
**[[Entity::getRoll|Entity::getRoll()]]
*[[GameEntity::isPlayingAnim|mp.game.entity.isPlayingAnim]]
**[[Entity::getPhysicsHeading|Entity::getPhysicsHeading()]]
*[[GameEntity::isStatic|mp.game.entity.isStatic]]
**[[Entity::setRotation|Entity::setRotation(pitch, roll, yaw, rotationOrder, p5)]]
*[[GameEntity::isTouchingEntity|mp.game.entity.isTouchingEntity]]
**[[Entity::getForwardY|Entity::getForwardY()]]
*[[GameEntity::isTouchingModel|mp.game.entity.isTouchingModel]]
**[[Entity::isInAir|Entity::isInAir()]]
*[[GameEntity::isUpright|mp.game.entity.isUpright]]
**[[Entity::getType|Entity::getType()]]
*[[GameEntity::isUpsidedown|mp.game.entity.isUpsidedown]]
**[[Entity::hasCollidedWithAnything|Entity::hasCollidedWithAnything()]]
*[[GameEntity::isVisible|mp.game.entity.isVisible]]
**[[Entity::getForwardX|Entity::getForwardX()]]
*[[GameEntity::isVisibleToScript|mp.game.entity.isVisibleToScript]]
**[[Entity::isAnObject|Entity::isAnObject()]]
*[[GameEntity::isOccluded|mp.game.entity.isOccluded]]
**[[Entity::setHeading|Entity::setHeading(heading)]]
*[[GameEntity::wouldBeOccluded|mp.game.entity.wouldBeOccluded]]
**[[Entity::hasBeenDamagedByAnyObject|Entity::hasBeenDamagedByAnyObject()]]
*[[GameEntity::wouldEntityBeOccluded|mp.game.entity.wouldEntityBeOccluded]]
**[[Entity::getUprightValue|Entity::getUprightValue()]]
*[[GameEntity::isWaitingForWorldCollision|mp.game.entity.isWaitingForWorldCollision]]
**[[Entity::detach|Entity::detach(p1, collision)]]
*[[GameEntity::applyForceToCenterOfMass|mp.game.entity.applyForceToCenterOfMass]]
**[[Entity::getSpeedVector|Entity::getSpeedVector(relative)]]
*[[GameEntity::applyForceTo|mp.game.entity.applyForceTo]]
**[[Entity::resetAlpha|Entity::resetAlpha()]]
*[[GameEntity::attachToEntity|mp.game.entity.attachToEntity]]
**[[Entity::getModel|Entity::getModel()]]
*[[GameEntity::attachBoneToEntityBone|mp.game.entity.attachBoneToEntityBone]]
**[[Entity::setNoCollision|Entity::setNoCollision(entity2, collision)]]
*[[GameEntity::attachBoneToEntityBonePhysically|mp.game.entity.attachBoneToEntityBonePhysically]]
**[[Entity::getScript|Entity::getScript(script)]]
*[[GameEntity::attachToEntityPhysically|mp.game.entity.attachToEntityPhysically]]
**[[Entity::clearLastDamage|Entity::clearLastDamage()]]
*[[GameEntity::processAttachments|mp.game.entity.processAttachments]]
**[[Entity::setAlwaysPrerender|Entity::setAlwaysPrerender(toggle)]]
*[[GameEntity::getBoneIndexByName|mp.game.entity.getBoneIndexByName]]
**[[Entity::setAsMission|Entity::setAsMission(p1, byThisScript)]]
*[[GameEntity::clearLastDamageEntity|mp.game.entity.clearLastDamageEntity]]
**[[Entity::getRotation|Entity::getRotation(rotationOrder)]]
*[[GameEntity::delete|mp.game.entity.delete]]
**[[Entity::isAttachedToAnyPed|Entity::isAttachedToAnyPed()]]
*[[GameEntity::detach|mp.game.entity.detach]]
**[[Entity::isAttached|Entity::isAttached()]]
*[[GameEntity::freezePosition|mp.game.entity.freezePosition]]
**[[Entity::isInZone|Entity::isInZone(zone)]]
*[[GameEntity::setCleanupByEngine|mp.game.entity.setCleanupByEngine]]
**[[Entity::attachToPhysically|Entity::attachToPhysically(entity2, boneIndex1, boneIndex2, xPos1, yPos1, zPos1, xPos2, yPos2, zPos2, xRot, yRot, zRot, breakForce, fixedRot, p15, collision, p17, p18)]]
*[[GameEntity::playAnim|mp.game.entity.playAnim]]
**[[Entity::applyForceTo|Entity::applyForceTo(forceType, x, y, z, xRot, yRot, zRot, boneIndex, isRel, p10, highForce, p12, p13)]]
*[[GameEntity::playSynchronizedAnim|mp.game.entity.playSynchronizedAnim]]
**[[Entity::playSynchronizedAnim|Entity::playSynchronizedAnim(syncedScene, animation, propName, p4, p5, p6, p7)]]
*[[GameEntity::playSynchronizedMapAnim|mp.game.entity.playSynchronizedMapAnim]]
**[[Entity::hasBeenDamagedBy|Entity::hasBeenDamagedBy(entity2, p2)]]
*[[GameEntity::playSynchronizedMapEntityAnim|mp.game.entity.playSynchronizedMapEntityAnim]]
**[[Entity::isCollisonDisabled|Entity::isCollisonDisabled()]]
*[[GameEntity::stopSynchronizedMapAnim|mp.game.entity.stopSynchronizedMapAnim]]
**[[Entity::isAttachedToAnyObject|Entity::isAttachedToAnyObject()]]
*[[GameEntity::stopSynchronizedMapEntityAnim|mp.game.entity.stopSynchronizedMapEntityAnim]]
**[[Entity::isInWater|Entity::isInWater()]]
*[[GameEntity::stopAnim|mp.game.entity.stopAnim]]
**[[Entity::isWaitingForWorldCollision|Entity::isWaitingForWorldCollision()]]
*[[GameEntity::stopSynchronizedAnim|mp.game.entity.stopSynchronizedAnim]]
**[[Entity::setCanBeTargetedWithoutLos|Entity::setCanBeTargetedWithoutLos(toggle)]]
*[[GameEntity::hasAnimEventFired|mp.game.entity.hasAnimEventFired]]
**[[Entity::getPitch|Entity::getPitch()]]
*[[GameEntity::findAnimEventPhase|mp.game.entity.findAnimEventPhase]]
**[[Entity::getSpeed|Entity::getSpeed()]]
*[[GameEntity::setAnimCurrentTime|mp.game.entity.setAnimCurrentTime]]
**[[Entity::isVisibleToScript|Entity::isVisibleToScript()]]
*[[GameEntity::setAnimSpeed|mp.game.entity.setAnimSpeed]]
**[[Entity::getObjectIndexFromIndex|Entity::getObjectIndexFromIndex()]]
*[[GameEntity::setAsMissionEntity|mp.game.entity.setAsMissionEntity]]
**[[Entity::doesHavePhysics|Entity::doesHavePhysics()]]
*[[GameEntity::setAsNoLongerNeeded|mp.game.entity.setAsNoLongerNeeded]]
**[[Entity::doesBelongToThisScript|Entity::doesBelongToThisScript(p1)]]
*[[GameEntity::setPedAsNoLongerNeeded|mp.game.entity.setPedAsNoLongerNeeded]]
**[[Entity::hasBeenDamagedByAnyVehicle|Entity::hasBeenDamagedByAnyVehicle()]]
*[[GameEntity::setVehicleAsNoLongerNeeded|mp.game.entity.setVehicleAsNoLongerNeeded]]
**[[Entity::setCanBeDamagedByRelationshipGroup|Entity::setCanBeDamagedByRelationshipGroup(p1, p2)]]
*[[GameEntity::setObjectAsNoLongerNeeded|mp.game.entity.setObjectAsNoLongerNeeded]]
**[[Entity::isOccluded|Entity::isOccluded()]]
*[[GameEntity::setCanBeDamaged|mp.game.entity.setCanBeDamaged]]
**[[Entity::getCollisionNormalOfLastHitFor|Entity::getCollisionNormalOfLastHitFor()]]
*[[GameEntity::getCanBeDamaged|mp.game.entity.getCanBeDamaged]]
**[[Entity::isOnScreen|Entity::isOnScreen()]]
*[[GameEntity::setCanBeDamagedByRelationshipGroup|mp.game.entity.setCanBeDamagedByRelationshipGroup]]
**[[Entity::getSubmergedLevel|Entity::getSubmergedLevel()]]
*[[GameEntity::setCanBeTargetedWithoutLos|mp.game.entity.setCanBeTargetedWithoutLos]]
**[[Entity::getHeading|Entity::getHeading()]]
*[[GameEntity::setCollision|mp.game.entity.setCollision]]
**[[Entity::hasCollisionLoadedAround|Entity::hasCollisionLoadedAround()]]
*[[GameEntity::getCollisionDisabled|mp.game.entity.getCollisionDisabled]]
**[[Entity::setIsTargetPriority|Entity::setIsTargetPriority(p1, p2)]]
*[[GameEntity::setCompletelyDisableCollision|mp.game.entity.setCompletelyDisableCollision]]
**[[Entity::setVisible|Entity::setVisible(toggle, unk)]]
*[[GameEntity::setCoords|mp.game.entity.setCoords]]
**[[Entity::hasAnimEventFired|Entity::hasAnimEventFired(actionHash)]]
*[[GameEntity::setCoordsWithoutPlantsReset|mp.game.entity.setCoordsWithoutPlantsReset]]
**[[Entity::getMatrix|Entity::getMatrix(rightVector, forwardVector, upVector, position)]]
*[[GameEntity::setCoordsNoOffset|mp.game.entity.setCoordsNoOffset]]
**[[Entity::getHealth|Entity::getHealth()]]
*[[GameEntity::setDynamic|mp.game.entity.setDynamic]]
**[[Entity::isAttachedTo|Entity::isAttachedTo(to)]]
*[[GameEntity::setHeading|mp.game.entity.setHeading]]
**[[Entity::processAttachments|Entity::processAttachments()]]
*[[GameEntity::setHealth|mp.game.entity.setHealth]]
**[[Entity::getPopulationType|Entity::getPopulationType()]]
*[[GameEntity::setInvincible|mp.game.entity.setInvincible]]
**[[Entity::setProofs|Entity::setProofs(bulletProof, fireProof, explosionProof, collisionProof, meleeProof, p6, p7, drownProof)]]
*[[GameEntity::setIsTargetPriority|mp.game.entity.setIsTargetPriority]]
**[[Entity::getBoneIndexByName|Entity::getBoneIndexByName(boneName)]]
*[[GameEntity::setLights|mp.game.entity.setLights]]
**[[Entity::hasClearLosTo|Entity::hasClearLosTo(entity2, traceType)]]
*[[GameEntity::setLoadCollisionFlag|mp.game.entity.setLoadCollisionFlag]]
*[[GameEntity::hasCollisionLoadedAround|mp.game.entity.hasCollisionLoadedAround]]
*[[GameEntity::setMaxSpeed|mp.game.entity.setMaxSpeed]]
*[[GameEntity::setOnlyDamagedByPlayer|mp.game.entity.setOnlyDamagedByPlayer]]
*[[GameEntity::setOnlyDamagedByRelationshipGroup|mp.game.entity.setOnlyDamagedByRelationshipGroup]]
*[[GameEntity::setProofs|mp.game.entity.setProofs]]
*[[GameEntity::getProofs|mp.game.entity.getProofs]]
*[[GameEntity::setQuaternion|mp.game.entity.setQuaternion]]
*[[GameEntity::setRecordsCollisions|mp.game.entity.setRecordsCollisions]]
*[[GameEntity::setRotation|mp.game.entity.setRotation]]
*[[GameEntity::setVisible|mp.game.entity.setVisible]]
*[[GameEntity::setVelocity|mp.game.entity.setVelocity]]
*[[GameEntity::setAngularVelocity|mp.game.entity.setAngularVelocity]]
*[[GameEntity::setHasGravity|mp.game.entity.setHasGravity]]
*[[GameEntity::setLodDist|mp.game.entity.setLodDist]]
*[[GameEntity::getLodDist|mp.game.entity.getLodDist]]
*[[GameEntity::setAlpha|mp.game.entity.setAlpha]]
*[[GameEntity::getAlpha|mp.game.entity.getAlpha]]
*[[GameEntity::resetAlpha|mp.game.entity.resetAlpha]]
*[[GameEntity::setAlwaysPrerender|mp.game.entity.setAlwaysPrerender]]
*[[GameEntity::setRenderScorched|mp.game.entity.setRenderScorched]]
*[[GameEntity::setTrafficlightOverride|mp.game.entity.setTrafficlightOverride]]
*[[GameEntity::createModelSwap|mp.game.entity.createModelSwap]]
*[[GameEntity::removeModelSwap|mp.game.entity.removeModelSwap]]
*[[GameEntity::createModelHide|mp.game.entity.createModelHide]]
*[[GameEntity::createModelHideExcludingScriptObjects|mp.game.entity.createModelHideExcludingScriptObjects]]
*[[GameEntity::removeModelHide|mp.game.entity.removeModelHide]]
*[[GameEntity::createForcedObject|mp.game.entity.createForcedObject]]
*[[GameEntity::removeForcedObject|mp.game.entity.removeForcedObject]]
*[[GameEntity::setNoCollisionEntity|mp.game.entity.setNoCollisionEntity]]
*[[GameEntity::setMotionBlur|mp.game.entity.setMotionBlur]]
*[[GameEntity::setCanAutoVaultOn|mp.game.entity.setCanAutoVaultOn]]
*[[GameEntity::setCanClimbOn|mp.game.entity.setCanClimbOn]]
*[[GameEntity::setDecalsDisabled|mp.game.entity.setDecalsDisabled]]
*[[GameEntity::getBoneRotation|mp.game.entity.getBoneRotation]]
*[[GameEntity::getBonePosition2|mp.game.entity.getBonePosition2]]
*[[GameEntity::getBoneRotationLocal|mp.game.entity.getBoneRotationLocal]]
*[[GameEntity::getBoneCount|mp.game.entity.getBoneCount]]
*[[GameEntity::enableUnk|mp.game.entity.enableUnk]]
*[[GameEntity::getPickup|mp.game.entity.getPickup]]

Latest revision as of 17:49, 1 May 2024