Class Entity
Inherited Members
Namespace: GTA
Assembly: ScriptHookVDotNet3.dll
Syntax
public abstract class Entity : PoolObject, INativeValue, IDeletable, IExistable, ISpatial
Properties
| Improve this Doc View SourceAbovePosition
Gets a position directly above this Entity.
Declaration
public Vector3 AbovePosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
AttachedBlip
Declaration
public Blip AttachedBlip { get; }
Property Value
Type | Description |
---|---|
Blip |
Remarks
| Improve this Doc View SourceAttachedBlips
Declaration
public Blip[] AttachedBlips { get; }
Property Value
Type | Description |
---|---|
Blip[] |
AttachedEntity
Declaration
public Entity AttachedEntity { get; }
Property Value
Type | Description |
---|---|
Entity |
BelowPosition
Gets a position directly below this Entity.
Declaration
public Vector3 BelowPosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
Bones
Gets a collection of the EntityBones in this Entity.
Declaration
public virtual EntityBoneCollection Bones { get; }
Property Value
Type | Description |
---|---|
EntityBoneCollection |
DamageRecords
Gets a collection of the EntityDamageRecords in this Entity.
Declaration
public EntityDamageRecordCollection DamageRecords { get; }
Property Value
Type | Description |
---|---|
EntityDamageRecordCollection |
EntityType
Gets the type of the current Entity.
Declaration
public EntityType EntityType { get; }
Property Value
Type | Description |
---|---|
EntityType |
ForwardVector
Gets the vector that points in front of this Entity.
Declaration
public Vector3 ForwardVector { get; }
Property Value
Type | Description |
---|---|
Vector3 |
FragmentGroupCount
Returns the number of fragment group of this Entity.
Declaration
public int FragmentGroupCount { get; }
Property Value
Type | Description |
---|---|
Int32 |
FrontPosition
Gets a position directly in front of this Entity.
Declaration
public Vector3 FrontPosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
HasCollided
Gets a value indicating whether this Entity has collided with anything.
Declaration
public bool HasCollided { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity has collided; otherwise, false. |
Remarks
IsRecordingCollisions must be true for this to work.
HasGravity
Gets or sets a value indicating whether this Entity has gravity.
Declaration
public bool HasGravity { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity has gravity; otherwise, false. |
Heading
Gets or sets the heading of this Entity.
Declaration
public float Heading { get; set; }
Property Value
Type | Description |
---|---|
Single | The heading in degrees. |
Health
Gets or sets the health of this Entity as an Int32.
Use HealthFloat instead if you need to get or set the value precisely, since a health value of a Entity are stored as a Single.
Declaration
public int Health { get; set; }
Property Value
Type | Description |
---|---|
Int32 | The health as an Int32. |
See Also
| Improve this Doc View SourceHealthFloat
Declaration
public float HealthFloat { get; set; }
Property Value
Type | Description |
---|---|
Single | The health as a Single. |
HeightAboveGround
Gets how high above ground this Entity is.
Declaration
public float HeightAboveGround { get; }
Property Value
Type | Description |
---|---|
Single |
IsAlive
Gets a value indicating whether this Entity exists and is alive.
Declaration
public bool IsAlive { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity exists and is alive; otherwise, false. |
IsBulletProof
Gets or sets a value indicating whether this Entity is bullet proof.
Declaration
public bool IsBulletProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is bullet proof; otherwise, false. |
IsCollisionEnabled
Gets or sets a value indicating whether this Entity has collision.
Declaration
public bool IsCollisionEnabled { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity has collision; otherwise, false. |
IsCollisionProof
Gets or sets a value indicating whether this Entity is collision proof. Setting this property to true only does not prevent this Entity from getting ragdolled when another Entity collide with this Entity.
Declaration
public bool IsCollisionProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is collision proof; otherwise, false. |
IsDead
Gets a value indicating whether this Entity is dead or does not exist.
Declaration
public bool IsDead { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is dead or does not exist; otherwise, false. |
See Also
| Improve this Doc View SourceIsExplosionProof
Gets or sets a value indicating whether this Entity is explosion proof. Explosions cannot add force to this Entity and Peds do not getting ragdolled with explosions when this property is set to true.
Declaration
public bool IsExplosionProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is explosion proof; otherwise, false. |
IsFireProof
Gets or sets a value indicating whether this Entity is fire proof. This Entity does not catch fire naturally and Peds do not getting ragdolled for being burned when this property is set to true.
Declaration
public bool IsFireProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is fire proof; otherwise, false. |
IsFragmentObject
Determines if this Entity is a fragment object.
Declaration
public bool IsFragmentObject { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is a fragment object; otherwise, false. This will return true if this Entity is a Ped or a Vehicle. |
IsInAir
Gets a value indicating whether this Entity is in the air.
Declaration
public bool IsInAir { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is in the air; otherwise, false. |
IsInvincible
Gets or sets a value indicating whether this Entity is invincible. Setting this property to true does not prevent Peds from doing the reactions for getting hit with melee attacks.
Declaration
public bool IsInvincible { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is invincible; otherwise, false. |
IsInWater
Gets a value indicating whether this Entity is in water.
Declaration
public bool IsInWater { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is in water; otherwise, false. |
IsMeleeProof
Gets or sets a value indicating whether this Entity is melee proof. Peds are not susceptible to the reactions of melee attacks when this property is set to true.
Declaration
public bool IsMeleeProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is melee proof; otherwise, false. |
IsOccluded
Gets a value indicating whether this Entity is occluded.
Declaration
public bool IsOccluded { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is occluded; otherwise, false. |
IsOnFire
Gets a value indicating whether this Entity is on fire.
Declaration
public bool IsOnFire { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is on fire; otherwise, false. |
IsOnlyDamagedByPlayer
Gets or sets a value indicating whether this Entity can only be damaged by Players. Peds are not susceptible to the reactions of melee attacks when this property is set to true, unlike IsInvincible.
Declaration
public bool IsOnlyDamagedByPlayer { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity can only be damaged by Players; otherwise, false. |
IsOnScreen
Gets a value indicating whether this Entity is on screen.
Declaration
public bool IsOnScreen { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is on screen; otherwise, false. |
IsPersistent
Gets or sets a value indicating whether this Entity is persistent.
Declaration
public bool IsPersistent { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is persistent; otherwise, false. |
Remarks
If this Entity is Ped, setting to true can clear ambient tasks and setting to false will clear all tasks immediately. Use SetIsPersistentNoClearTask(Boolean) instead if you need to keep assigned tasks.
IsPositionFrozen
Gets or sets a value indicating whether this Entity is frozen.
Declaration
public bool IsPositionFrozen { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is position frozen; otherwise, false. |
IsRecordingCollisions
Gets or sets a value indicating whether this Entity is recording collisions.
Declaration
public bool IsRecordingCollisions { set; }
Property Value
Type | Description |
---|---|
Boolean |
IsRendered
Gets a value indicating whether this Entity is rendered.
Declaration
public bool IsRendered { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is rendered; otherwise, false. |
IsSmokeProof
Gets or sets a value indicating whether this Entity is smoke proof.
Declaration
public bool IsSmokeProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is smoke proof; otherwise, false. |
IsSteamProof
Gets or sets a value indicating whether this Entity is steam proof.
Declaration
public bool IsSteamProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is steam proof; otherwise, false. |
IsUpright
Gets a value indicating whether this Entity is upright.
Declaration
public bool IsUpright { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is upright; otherwise, false. |
IsUpsideDown
Gets a value indicating whether this Entity is upside down.
Declaration
public bool IsUpsideDown { get; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is upside down; otherwise, false. |
IsVisible
Gets or sets a value indicating whether this Entity is visible.
Declaration
public bool IsVisible { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is visible; otherwise, false. |
IsWaterCannonProof
Gets or sets a value indicating whether this Entity is water cannon proof. Peds does not get ragdolled by the water jet from fire hydrants when this property is set to true.
Declaration
public bool IsWaterCannonProof { get; set; }
Property Value
Type | Description |
---|---|
Boolean | true if this Entity is water cannon proof; otherwise, false. |
LeftPosition
Gets a position directly to the left of this Entity.
Declaration
public Vector3 LeftPosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
LodDistance
Gets or sets the level of detail distance of this Entity.
Declaration
public int LodDistance { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
MaterialCollidingWith
Gets the material this Entity is pushing up against.
Declaration
public MaterialHash MaterialCollidingWith { get; }
Property Value
Type | Description |
---|---|
MaterialHash | A material hash if this Entity has collision; otherwise, None. |
Remarks
This returns None in some cases, although this enrity is internally considered touched with something. For example, this returns None when this Entity is a Ped and this Entity doesn't push none of the touching entities, including buildings. However, this returns None when this Entity touches any ragdolled peds.
Note that when this Entity is a this Vehicle and only its wheels touches something, the game will consider the entity touching nothing and this returns None.
Matrix
Gets this Entitys matrix which stores position and rotation information.
Declaration
public Matrix Matrix { get; }
Property Value
Type | Description |
---|---|
Matrix |
MaxHealth
Gets or sets the maximum health of this Entity as an Int32.
Use MaxHealthFloat instead if you need to get or set the value precisely, since a max health value of a Entity are stored as a Single.
Declaration
public virtual int MaxHealth { get; set; }
Property Value
Type | Description |
---|---|
Int32 | The maximum health as a Int32. |
MaxHealthFloat
Declaration
public float MaxHealthFloat { get; set; }
Property Value
Type | Description |
---|---|
Single | The maximum health as a Single. |
MaxSpeed
Sets the maximum speed this Entity can move at.
Declaration
public float MaxSpeed { set; }
Property Value
Type | Description |
---|---|
Single |
MemoryAddress
Gets the memory address where the Entity is stored in memory.
Declaration
public IntPtr MemoryAddress { get; }
Property Value
Type | Description |
---|---|
IntPtr |
Model
Gets the model of the current Entity.
Declaration
public Model Model { get; }
Property Value
Type | Description |
---|---|
Model |
Opacity
Gets or sets how opaque this Entity is.
Declaration
public int Opacity { get; set; }
Property Value
Type | Description |
---|---|
Int32 | 0 for completely see through, 255 for fully opaque |
PopulationType
Gets or sets the population type of the current Entity. This property can also be used to add or remove Entity persistence.
Declaration
public EntityPopulationType PopulationType { get; set; }
Property Value
Type | Description |
---|---|
EntityPopulationType |
Position
Gets or sets the position of this Entity. If the Entity is Ped and the Ped is in a Vehicle, the Vehicle's position will be returned or changed.
Declaration
public virtual Vector3 Position { get; set; }
Property Value
Type | Description |
---|---|
Vector3 | The position in world space. |
PositionNoOffset
Sets the position of this Entity without any offset.
Declaration
public Vector3 PositionNoOffset { set; }
Property Value
Type | Description |
---|---|
Vector3 | The position in world space. |
Quaternion
Gets or sets the quaternion of this Entity.
Declaration
public Quaternion Quaternion { get; set; }
Property Value
Type | Description |
---|---|
Quaternion |
RearPosition
Gets a position directly behind this Entity.
Declaration
public Vector3 RearPosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
RightPosition
Gets a position directly to the right of this Entity.
Declaration
public Vector3 RightPosition { get; }
Property Value
Type | Description |
---|---|
Vector3 |
RightVector
Gets the vector that points to the right of this Entity.
Declaration
public Vector3 RightVector { get; }
Property Value
Type | Description |
---|---|
Vector3 |
Rotation
Gets or sets the rotation of this Entity.
Declaration
public virtual Vector3 Rotation { get; set; }
Property Value
Type | Description |
---|---|
Vector3 | The yaw, pitch, roll rotation values. |
RotationVelocity
Gets or sets the rotation velocity of this Entity in local space.
Declaration
public Vector3 RotationVelocity { get; set; }
Property Value
Type | Description |
---|---|
Vector3 |
Speed
Gets or sets this Entitys speed.
Declaration
public float Speed { get; set; }
Property Value
Type | Description |
---|---|
Single | The speed in m/s. |
SubmersionLevel
Gets a value indicating how submersed this Entity is, 1.0f means the whole entity is submerged.
Declaration
public float SubmersionLevel { get; }
Property Value
Type | Description |
---|---|
Single |
UpVector
Gets the vector that points above this Entity.
Declaration
public Vector3 UpVector { get; }
Property Value
Type | Description |
---|---|
Vector3 |
Velocity
Gets or sets the velocity of this Entity.
Declaration
public Vector3 Velocity { get; set; }
Property Value
Type | Description |
---|---|
Vector3 |
WorldRotationVelocity
Gets or sets the rotation velocity of this Entity in world space.
Declaration
public Vector3 WorldRotationVelocity { get; set; }
Property Value
Type | Description |
---|---|
Vector3 |
Methods
| Improve this Doc View SourceAddBlip()
Declaration
public Blip AddBlip()
Returns
Type | Description |
---|---|
Blip |
ApplyForce(Vector3, Vector3, ForceType)
Applies a force to this Entity.
Declaration
public void ApplyForce(Vector3 direction, Vector3 rotation = default(Vector3), ForceType forceType = ForceType.MaxForceRot2)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | direction | The direction to apply the force relative to world coordinates. |
Vector3 | rotation | The offset from the root bone of this Entity where the force applies. "rotation" is incorrectly named parameter but is left for scripts that use the method with named parameters. |
ForceType | forceType | Type of the force to apply. |
ApplyForceRelative(Vector3, Vector3, ForceType)
Applies a force to this Entity.
Declaration
public void ApplyForceRelative(Vector3 direction, Vector3 rotation = default(Vector3), ForceType forceType = ForceType.MaxForceRot2)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | direction | The direction to apply the force relative to this Entitys rotation |
Vector3 | rotation | The offset from the root bone of this Entity where the force applies. "rotation" is incorrectly named parameter but is left for scripts that use the method with named parameters. |
ForceType | forceType | Type of the force to apply. |
AttachTo(Entity, Vector3, Vector3)
Declaration
public void AttachTo(Entity entity, Vector3 position = default(Vector3), Vector3 rotation = default(Vector3))
Parameters
Type | Name | Description |
---|---|---|
Entity | entity | |
Vector3 | position | The position relative to the |
Vector3 | rotation | The rotation to apply to this Entity relative to the |
AttachTo(EntityBone, Vector3, Vector3)
Declaration
public void AttachTo(EntityBone entityBone, Vector3 position = default(Vector3), Vector3 rotation = default(Vector3))
Parameters
Type | Name | Description |
---|---|---|
EntityBone | entityBone | The EntityBone to attach this Entity to. |
Vector3 | position | The position relative to the |
Vector3 | rotation | The rotation to apply to this Entity relative to the |
ClearLastWeaponDamage()
Clears the last weapon damage this Entity received.
Declaration
public virtual void ClearLastWeaponDamage()
Delete()
Destroys this Entity and sets Handle to 0.
If you need to remove this Entity from collections that use Equals(Object) for equality comparison (e.g. Dictionary<TKey,TValue>), remove this Entity element from these collections before calling this method.
Declaration
public override void Delete()
Overrides
| Improve this Doc View SourceDetach()
Declaration
public void Detach()
DetachFragmentPart(Int32)
Declaration
public bool DetachFragmentPart(int fragmentGroupIndex)
Parameters
Type | Name | Description |
---|---|---|
Int32 | fragmentGroupIndex |
Returns
Type | Description |
---|---|
Boolean | true if a new Entity is created; otherwise, false. Returning false does not necessarily mean detaching the part did not change the Entity in any ways.
For example, detaching |
Equals(Object)
Declaration
public override bool Equals(object obj)
Parameters
Type | Name | Description |
---|---|---|
Object | obj | The Object to check. |
Returns
Type | Description |
---|---|
Boolean | true if the |
Overrides
| Improve this Doc View SourceExists()
Determines if this Entity exists. You should ensure Entitys still exist before manipulating them or getting some values for them on every tick, since some native functions may crash the game if invalid entity handles are passed.
Declaration
public override bool Exists()
Returns
Type | Description |
---|---|
Boolean | true if this Entity exists; otherwise, false |
Overrides
See Also
| Improve this Doc View SourceFromHandle(Int32)
Creates a new instance of an Entity from the given handle.
Declaration
public static Entity FromHandle(int handle)
Parameters
Type | Name | Description |
---|---|---|
Int32 | handle | The entity handle. |
Returns
Type | Description |
---|---|
Entity | Returns a Ped if this handle corresponds to a Ped.
Returns a Vehicle if this handle corresponds to a Vehicle.
Returns a Prop if this handle corresponds to a Prop.
Returns null if no Entity exists this the specified |
GetHashCode()
Declaration
public override int GetHashCode()
Returns
Type | Description |
---|---|
Int32 |
Overrides
| Improve this Doc View SourceGetOffsetPosition(Vector3)
Gets the position in world coordinates of an offset relative this Entity.
Declaration
public Vector3 GetOffsetPosition(Vector3 offset)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | offset | The offset from this Entity. |
Returns
Type | Description |
---|---|
Vector3 |
GetPositionOffset(Vector3)
Gets the relative offset of this Entity from a world coordinates position.
Declaration
public Vector3 GetPositionOffset(Vector3 worldCoords)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | worldCoords | The world coordinates. |
Returns
Type | Description |
---|---|
Vector3 |
HasBeenDamagedBy(Entity)
Declaration
public bool HasBeenDamagedBy(Entity entity)
Parameters
Type | Name | Description |
---|---|---|
Entity | entity | The Entity to check |
Returns
Type | Description |
---|---|
Boolean | true if this Entity has been damaged by the specified Entity; otherwise, false. |
HasBeenDamagedBy(WeaponHash)
Determines whether this Entity has been damaged by a specific weapon].
Declaration
public virtual bool HasBeenDamagedBy(WeaponHash weapon)
Parameters
Type | Name | Description |
---|---|---|
WeaponHash | weapon | The weapon to check. |
Returns
Type | Description |
---|---|
Boolean | true if this Entity has been damaged by the specified weapon; otherwise, false. |
HasBeenDamagedByAnyMeleeWeapon()
Determines whether this Entity has been damaged by any melee weapon.
Declaration
public virtual bool HasBeenDamagedByAnyMeleeWeapon()
Returns
Type | Description |
---|---|
Boolean | true if this Entity has been damaged by any melee weapon; otherwise, false. |
HasBeenDamagedByAnyWeapon()
Determines whether this Entity has been damaged by any weapon.
Declaration
public virtual bool HasBeenDamagedByAnyWeapon()
Returns
Type | Description |
---|---|
Boolean | true if this Entity has been damaged by any weapon; otherwise, false. |
IsAttached()
Declaration
public bool IsAttached()
Returns
Type | Description |
---|---|
Boolean | true if this Entity is attached to another Entity; otherwise, false. |
IsAttachedTo(Entity)
Declaration
public bool IsAttachedTo(Entity entity)
Parameters
Type | Name | Description |
---|---|---|
Entity | entity |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is attached to |
IsInAngledArea(Vector3, Vector3, Single)
Determines whether this Entity is in a specified angled area
Declaration
public bool IsInAngledArea(Vector3 origin, Vector3 edge, float angle)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | origin | The origin. |
Vector3 | edge | The edge. |
Single | angle | The angle. |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is in the specified angled area; otherwise, false. |
IsInArea(Vector3, Vector3)
Determines whether this Entity is in a specified area
Declaration
public bool IsInArea(Vector3 minBounds, Vector3 maxBounds)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | minBounds | The minimum bounds. |
Vector3 | maxBounds | The maximum bounds. |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is in the specified area; otherwise, false. |
IsInRange(Vector3, Single)
Determines whether this Entity is in range of a specified position
Declaration
public bool IsInRange(Vector3 position, float range)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | position | The position. |
Single | range | The maximum range. |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is in range of the |
IsNearEntity(Entity, Vector3)
Declaration
public bool IsNearEntity(Entity entity, Vector3 bounds)
Parameters
Type | Name | Description |
---|---|---|
Entity | entity | The Entity to check. |
Vector3 | bounds | The max displacement from the |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is near the |
IsTouching(Entity)
Declaration
public bool IsTouching(Entity entity)
Parameters
Type | Name | Description |
---|---|---|
Entity | entity | The Entity to check. |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is touching |
IsTouching(Model)
Declaration
public bool IsTouching(Model model)
Parameters
Type | Name | Description |
---|---|---|
Model | model | The Model to check |
Returns
Type | Description |
---|---|
Boolean | true if this Entity is touching a |
MarkAsNoLongerNeeded()
Marks this Entity as no longer needed to keep and lets the game delete it when its too far away. You can still manipulate this Entity as long as the Entity exists.
Declaration
public void MarkAsNoLongerNeeded()
RemoveParticleEffects()
Stops all particle effects attached to this Entity.
Declaration
public void RemoveParticleEffects()
ResetOpacity()
Resets the Opacity.
Declaration
public void ResetOpacity()
SetNoCollision(Entity, Boolean)
Declaration
public void SetNoCollision(Entity entity, bool toggle)
Parameters
Type | Name | Description |
---|---|---|
Entity | entity | The Entity to set collision with |
Boolean | toggle | if set to true the 2 Entitys wont collide with each other. |
Operators
| Improve this Doc View SourceEquality(Entity, Entity)
Determines if two Entitys refer to the same entity.
Declaration
public static bool operator ==(Entity left, Entity right)
Parameters
Type | Name | Description |
---|---|---|
Entity | left | The left Entity. |
Entity | right | The right Entity. |
Returns
Type | Description |
---|---|
Boolean | true if |
Implicit(Entity to InputArgument)
Converts an Entity to a native input argument.
Declaration
public static implicit operator InputArgument(Entity value)
Parameters
Type | Name | Description |
---|---|---|
Entity | value |
Returns
Type | Description |
---|---|
InputArgument |
Inequality(Entity, Entity)
Determines if two Entitys don't refer to the same entity.
Declaration
public static bool operator !=(Entity left, Entity right)
Parameters
Type | Name | Description |
---|---|---|
Entity | left | The left Entity. |
Entity | right | The right Entity. |
Returns
Type | Description |
---|---|
Boolean | true if |