Client-side functions: Difference between revisions

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==Pathfind==
==Pathfind==
**[[Pathfind::setRoadsBackToOriginalInAngledArea|Pathfind::setRoadsBackToOriginalInAngledArea(x1, y1, z1, x2, y2, z2, p6)]]
* [[Pathfind::setRoadsBackToOriginalInAngledArea|Pathfind::setRoadsBackToOriginalInAngledArea(x1, y1, z1, x2, y2, z2, p6)]]
**[[Pathfind::getVehicleNodeProperties|Pathfind::getVehicleNodeProperties(x, y, z, density, flags)]]
* [[Pathfind::getVehicleNodeProperties|Pathfind::getVehicleNodeProperties(x, y, z, density, flags)]]
**[[Pathfind::updateNavmeshBlockingObject|Pathfind::updateNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
* [[Pathfind::updateNavmeshBlockingObject|Pathfind::updateNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
**[[Pathfind::isPointOnRoad|Pathfind::isPointOnRoad(x, y, z, vehicle)]]
* [[Pathfind::isPointOnRoad|Pathfind::isPointOnRoad(x, y, z, vehicle)]]
**[[Pathfind::getClosestRoad|Pathfind::getClosestRoad(x, y, z, p3, p4, p5, p6, p7, p8, p9, p10)]]
* [[Pathfind::getClosestRoad|Pathfind::getClosestRoad(x, y, z, p3, p4, p5, p6, p7, p8, p9, p10)]]
**[[Pathfind::setRoadsInAngledArea|Pathfind::setRoadsInAngledArea(x1, y1, z1, x2, y2, z2, angle, unknown1, unknown2, unknown3)]]
* [[Pathfind::setRoadsInAngledArea|Pathfind::setRoadsInAngledArea(x1, y1, z1, x2, y2, z2, angle, unknown1, unknown2, unknown3)]]
**[[Pathfind::isVehicleNodeIdValid|Pathfind::isVehicleNodeIdValid(vehicleNodeId)]]
* [[Pathfind::isVehicleNodeIdValid|Pathfind::isVehicleNodeIdValid(vehicleNodeId)]]
**[[Pathfind::setRoadsBackToOriginal|Pathfind::setRoadsBackToOriginal(p0, p1, p2, p3, p4, p5)]]
* [[Pathfind::setRoadsBackToOriginal|Pathfind::setRoadsBackToOriginal(p0, p1, p2, p3, p4, p5)]]
**[[Pathfind::getNthClosestVehicleNodeId|Pathfind::getNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6)]]
* [[Pathfind::getNthClosestVehicleNodeId|Pathfind::getNthClosestVehicleNodeId(x, y, z, nth, nodetype, p5, p6)]]
**[[Pathfind::getClosestVehicleNode|Pathfind::getClosestVehicleNode(x, y, z, outPosition, nodeType, p5, p6)]]
* [[Pathfind::getClosestVehicleNode|Pathfind::getClosestVehicleNode(x, y, z, outPosition, nodeType, p5, p6)]]
**[[Pathfind::getClosestMajorVehicleNode|Pathfind::getClosestMajorVehicleNode(x, y, z, outPosition, unknown1, unknown2)]]
* [[Pathfind::getClosestMajorVehicleNode|Pathfind::getClosestMajorVehicleNode(x, y, z, outPosition, unknown1, unknown2)]]
**[[Pathfind::getStreetNameAtCoord|Pathfind::getStreetNameAtCoord(x, y, z, streetName, crossingRoad)]]
* [[Pathfind::getStreetNameAtCoord|Pathfind::getStreetNameAtCoord(x, y, z, streetName, crossingRoad)]]
**[[Pathfind::setPedPathsInArea|Pathfind::setPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown)]]
* [[Pathfind::setPedPathsInArea|Pathfind::setPedPathsInArea(x1, y1, z1, x2, y2, z2, unknown)]]
**[[Pathfind::addNavmeshRequiredRegion|Pathfind::addNavmeshRequiredRegion(p0, p1, p2)]]
* [[Pathfind::addNavmeshRequiredRegion|Pathfind::addNavmeshRequiredRegion(p0, p1, p2)]]
**[[Pathfind::getNthClosestVehicleNodeFavourDirection|Pathfind::getNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, outPosition, outHeading, nodetype, p10, p11)]]
* [[Pathfind::getNthClosestVehicleNodeFavourDirection|Pathfind::getNthClosestVehicleNodeFavourDirection(x, y, z, desiredX, desiredY, desiredZ, nthClosest, outPosition, outHeading, nodetype, p10, p11)]]
**[[Pathfind::removeNavmeshBlockingObject|Pathfind::removeNavmeshBlockingObject(p0)]]
* [[Pathfind::removeNavmeshBlockingObject|Pathfind::removeNavmeshBlockingObject(p0)]]
**[[Pathfind::disableNavmeshInArea|Pathfind::disableNavmeshInArea(p0, p1, p2, p3, p4, p5, p6)]]
* [[Pathfind::disableNavmeshInArea|Pathfind::disableNavmeshInArea(p0, p1, p2, p3, p4, p5, p6)]]
**[[Pathfind::getIsSlowRoadFlag|Pathfind::getIsSlowRoadFlag(nodeID)]]
* [[Pathfind::getIsSlowRoadFlag|Pathfind::getIsSlowRoadFlag(nodeID)]]
**[[Pathfind::getNthClosestVehicleNodeIdWithHeading|Pathfind::getNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, outPosition, outHeading, p6, p7, p8)]]
* [[Pathfind::getNthClosestVehicleNodeIdWithHeading|Pathfind::getNthClosestVehicleNodeIdWithHeading(x, y, z, nthClosest, outPosition, outHeading, p6, p7, p8)]]
**[[Pathfind::getVehicleNodePosition|Pathfind::getVehicleNodePosition(nodeId, outPosition)]]
* [[Pathfind::getVehicleNodePosition|Pathfind::getVehicleNodePosition(nodeId, outPosition)]]
**[[Pathfind::setIgnoreNoGpsFlag|Pathfind::setIgnoreNoGpsFlag(ignore)]]
* [[Pathfind::setIgnoreNoGpsFlag|Pathfind::setIgnoreNoGpsFlag(ignore)]]
**[[Pathfind::getNthClosestVehicleNodeWithHeading|Pathfind::getNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, outPosition, heading, unknown1, unknown2, unknown3, unknown4)]]
* [[Pathfind::getNthClosestVehicleNodeWithHeading|Pathfind::getNthClosestVehicleNodeWithHeading(x, y, z, nthClosest, outPosition, heading, unknown1, unknown2, unknown3, unknown4)]]
**[[Pathfind::loadAllPathNodes|Pathfind::loadAllPathNodes(keepInMemory)]]
* [[Pathfind::loadAllPathNodes|Pathfind::loadAllPathNodes(keepInMemory)]]
**[[Pathfind::getRandomVehicleNode|Pathfind::getRandomVehicleNode(x, y, z, radius, p4, p5, p6, outPosition, heading)]]
* [[Pathfind::getRandomVehicleNode|Pathfind::getRandomVehicleNode(x, y, z, radius, p4, p5, p6, outPosition, heading)]]
**[[Pathfind::getSupportsGpsRouteFlag|Pathfind::getSupportsGpsRouteFlag(nodeID)]]
* [[Pathfind::getSupportsGpsRouteFlag|Pathfind::getSupportsGpsRouteFlag(nodeID)]]
**[[Pathfind::calculateTravelDistanceBetweenPoints|Pathfind::calculateTravelDistanceBetweenPoints(x1, y1, z1, x2, y2, z2)]]
* [[Pathfind::calculateTravelDistanceBetweenPoints|Pathfind::calculateTravelDistanceBetweenPoints(x1, y1, z1, x2, y2, z2)]]
**[[Pathfind::getSafeCoordForPed|Pathfind::getSafeCoordForPed(x, y, z, onGround, outPosition, flags)]]
* [[Pathfind::getSafeCoordForPed|Pathfind::getSafeCoordForPed(x, y, z, onGround, outPosition, flags)]]
**[[Pathfind::setRoadsInArea|Pathfind::setRoadsInArea(x1, y1, z1, x2, y2, z2, unknown1, unknown2)]]
* [[Pathfind::setRoadsInArea|Pathfind::setRoadsInArea(x1, y1, z1, x2, y2, z2, unknown1, unknown2)]]
**[[Pathfind::setGpsDisabledZone|Pathfind::setGpsDisabledZone(p0, p1, p2, p3, p4, p5)]]
* [[Pathfind::setGpsDisabledZone|Pathfind::setGpsDisabledZone(p0, p1, p2, p3, p4, p5)]]
**[[Pathfind::setPedPathsBackToOriginal|Pathfind::setPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5)]]
* [[Pathfind::setPedPathsBackToOriginal|Pathfind::setPedPathsBackToOriginal(p0, p1, p2, p3, p4, p5)]]
**[[Pathfind::getNthClosestVehicleNode|Pathfind::getNthClosestVehicleNode(x, y, z, nthClosest, outPosition, unknown1, unknown2, unknown3)]]
* [[Pathfind::getNthClosestVehicleNode|Pathfind::getNthClosestVehicleNode(x, y, z, nthClosest, outPosition, unknown1, unknown2, unknown3)]]
**[[Pathfind::isNavmeshLoadedInArea|Pathfind::isNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2)]]
* [[Pathfind::isNavmeshLoadedInArea|Pathfind::isNavmeshLoadedInArea(x1, y1, z1, x2, y2, z2)]]
**[[Pathfind::generateDirectionsToCoord|Pathfind::generateDirectionsToCoord(x, y, z, p3, p4, vehicle, p6)]]
* [[Pathfind::generateDirectionsToCoord|Pathfind::generateDirectionsToCoord(x, y, z, p3, p4, vehicle, p6)]]
**[[Pathfind::addNavmeshBlockingObject|Pathfind::addNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
* [[Pathfind::addNavmeshBlockingObject|Pathfind::addNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)]]
**[[Pathfind::getClosestVehicleNodeWithHeading|Pathfind::getClosestVehicleNodeWithHeading(x, y, z, outPosition, outHeading, nodeType, p6, p7)]]
* [[Pathfind::getClosestVehicleNodeWithHeading|Pathfind::getClosestVehicleNodeWithHeading(x, y, z, outPosition, outHeading, nodeType, p6, p7)]]


==Ped==
==Ped==

Revision as of 21:28, 11 May 2017

Attention: work is still in progress. There still could be major changes in design of API.

Event functions

Vector3 functions

Entity (player, vehicle, object) functions

Player functions

Vehicle functions

Object functions

  • [[Object::disableGlow|mp.game.object.disableGlow

Pickup functions

Template:Pickup function c

Blip functions

Camera functions

Entity pool functions

WebBrowser functions

Key binding functions

UI functions

Template:UI function c

Global functions

App

Audio

Brain

Cam

Controls

Cutscene

Datafile

Decisionevent

Decorator

Dlc1

Dlc2

Entity

Fire

Gameplay

Graphics

Interior

Itemset

Mobile

Object

Pathfind

Ped

Player

Rope

Script

Stats

Streaming

System

Time

Ui

Unk

Recorder

Vehicle

Water

Weapon

Worldprobe

Zone

Game Globals