Template:Entity functions c: Difference between revisions

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

Revision as of 17:13, 28 December 2017