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    Class Entity

    Inheritance
    Object
    PoolObject
    Entity
    Ped
    Prop
    Vehicle
    Implements
    INativeValue
    IDeletable
    IExistable
    ISpatial
    Inherited Members
    PoolObject.Handle
    PoolObject.NativeValue
    Object.ToString()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: GTA
    Assembly: ScriptHookVDotNet3.dll
    Syntax
    public abstract class Entity : PoolObject, INativeValue, IDeletable, IExistable, ISpatial

    Properties

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    AbovePosition

    Gets a position directly above this Entity.

    Declaration
    public Vector3 AbovePosition { get; }
    Property Value
    Type Description
    Vector3
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    AttachedBlip

    Gets the Blip attached to this Entity.

    Declaration
    public Blip AttachedBlip { get; }
    Property Value
    Type Description
    Blip
    Remarks

    returns null if no Blips are attached to this Entity

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    AttachedBlips

    Gets an array of all Blips attached to this Entity.

    Declaration
    public Blip[] AttachedBlips { get; }
    Property Value
    Type Description
    Blip[]
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    AttachedEntity

    Gets the Entity this Entity is attached to. returns null if this Entity isnt attached to any entity

    Declaration
    public Entity AttachedEntity { get; }
    Property Value
    Type Description
    Entity
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    BelowPosition

    Gets a position directly below this Entity.

    Declaration
    public Vector3 BelowPosition { get; }
    Property Value
    Type Description
    Vector3
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    Bones

    Gets a collection of the EntityBones in this Entity.

    Declaration
    public virtual EntityBoneCollection Bones { get; }
    Property Value
    Type Description
    EntityBoneCollection
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    DamageRecords

    Gets a collection of the EntityDamageRecords in this Entity.

    Declaration
    public EntityDamageRecordCollection DamageRecords { get; }
    Property Value
    Type Description
    EntityDamageRecordCollection
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    EntityType

    Gets the type of the current Entity.

    Declaration
    public EntityType EntityType { get; }
    Property Value
    Type Description
    EntityType
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    ForwardVector

    Gets the vector that points in front of this Entity.

    Declaration
    public Vector3 ForwardVector { get; }
    Property Value
    Type Description
    Vector3
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    FragmentGroupCount

    Returns the number of fragment group of this Entity.

    Declaration
    public int FragmentGroupCount { get; }
    Property Value
    Type Description
    Int32
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    FrontPosition

    Gets a position directly in front of this Entity.

    Declaration
    public Vector3 FrontPosition { get; }
    Property Value
    Type Description
    Vector3
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    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.

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    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.

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    Heading

    Gets or sets the heading of this Entity.

    Declaration
    public float Heading { get; set; }
    Property Value
    Type Description
    Single

    The heading in degrees.

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    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
    HealthFloat
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    HealthFloat

    Gets or sets the health of this Entity as a Single.

    Declaration
    public float HealthFloat { get; set; }
    Property Value
    Type Description
    Single

    The health as a Single.

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    HeightAboveGround

    Gets how high above ground this Entity is.

    Declaration
    public float HeightAboveGround { get; }
    Property Value
    Type Description
    Single
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    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.

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    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.

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    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.

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    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.

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    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
    Exists()
    IsInjured
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    IsExplosionProof

    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    IsRecordingCollisions

    Gets or sets a value indicating whether this Entity is recording collisions.

    Declaration
    public bool IsRecordingCollisions { set; }
    Property Value
    Type Description
    Boolean
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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    LeftPosition

    Gets a position directly to the left of this Entity.

    Declaration
    public Vector3 LeftPosition { get; }
    Property Value
    Type Description
    Vector3
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    LodDistance

    Gets or sets the level of detail distance of this Entity.

    Declaration
    public int LodDistance { get; set; }
    Property Value
    Type Description
    Int32
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    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.

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    Matrix

    Gets this Entitys matrix which stores position and rotation information.

    Declaration
    public Matrix Matrix { get; }
    Property Value
    Type Description
    Matrix
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    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.

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    MaxHealthFloat

    Gets or sets the maximum health of this Entity as a Single.

    Declaration
    public float MaxHealthFloat { get; set; }
    Property Value
    Type Description
    Single

    The maximum health as a Single.

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    MaxSpeed

    Sets the maximum speed this Entity can move at.

    Declaration
    public float MaxSpeed { set; }
    Property Value
    Type Description
    Single
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    MemoryAddress

    Gets the memory address where the Entity is stored in memory.

    Declaration
    public IntPtr MemoryAddress { get; }
    Property Value
    Type Description
    IntPtr
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    Model

    Gets the model of the current Entity.

    Declaration
    public Model Model { get; }
    Property Value
    Type Description
    Model
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    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

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    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
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    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.

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    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.

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    Quaternion

    Gets or sets the quaternion of this Entity.

    Declaration
    public Quaternion Quaternion { get; set; }
    Property Value
    Type Description
    Quaternion
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    RearPosition

    Gets a position directly behind this Entity.

    Declaration
    public Vector3 RearPosition { get; }
    Property Value
    Type Description
    Vector3
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    RightPosition

    Gets a position directly to the right of this Entity.

    Declaration
    public Vector3 RightPosition { get; }
    Property Value
    Type Description
    Vector3
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    RightVector

    Gets the vector that points to the right of this Entity.

    Declaration
    public Vector3 RightVector { get; }
    Property Value
    Type Description
    Vector3
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    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.

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    RotationVelocity

    Gets or sets the rotation velocity of this Entity in local space.

    Declaration
    public Vector3 RotationVelocity { get; set; }
    Property Value
    Type Description
    Vector3
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    Speed

    Gets or sets this Entitys speed.

    Declaration
    public float Speed { get; set; }
    Property Value
    Type Description
    Single

    The speed in m/s.

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    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
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    UpVector

    Gets the vector that points above this Entity.

    Declaration
    public Vector3 UpVector { get; }
    Property Value
    Type Description
    Vector3
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    Velocity

    Gets or sets the velocity of this Entity.

    Declaration
    public Vector3 Velocity { get; set; }
    Property Value
    Type Description
    Vector3
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    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

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    AddBlip()

    Creates a Blip on this Entity.

    Declaration
    public Blip AddBlip()
    Returns
    Type Description
    Blip
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    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.

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    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.

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    AttachTo(Entity, Vector3, Vector3)

    Attaches this Entity to a different Entity

    Declaration
    public void AttachTo(Entity entity, Vector3 position = default(Vector3), Vector3 rotation = default(Vector3))
    Parameters
    Type Name Description
    Entity entity

    The Entity to attach this Entity to.

    Vector3 position

    The position relative to the entity to attach this Entity to.

    Vector3 rotation

    The rotation to apply to this Entity relative to the entity

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    AttachTo(EntityBone, Vector3, Vector3)

    Attaches this Entity to a different Entity

    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 entityBone to attach this Entity to.

    Vector3 rotation

    The rotation to apply to this Entity relative to the entityBone

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    ClearLastWeaponDamage()

    Clears the last weapon damage this Entity received.

    Declaration
    public virtual void ClearLastWeaponDamage()
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    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
    PoolObject.Delete()
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    Detach()

    Detaches this Entity from any Entity it may be attached to.

    Declaration
    public void Detach()
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    DetachFragmentPart(Int32)

    Detachs a fragment part of this Entity. Can create a new Entity.

    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 seat_f for Vehicle will return false but the Ped on the front seat will not be able to sit properly.

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    Equals(Object)

    Determines if an Object refers to the same entity as this Entity.

    Declaration
    public override bool Equals(object obj)
    Parameters
    Type Name Description
    Object obj

    The Object to check.

    Returns
    Type Description
    Boolean

    true if the obj is the same entity as this Entity; otherwise, false.

    Overrides
    Object.Equals(Object)
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    Exists()

    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
    PoolObject.Exists()
    See Also
    IsDead
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    FromHandle(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 handle

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    GetHashCode()

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    Int32
    Overrides
    Object.GetHashCode()
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    GetOffsetPosition(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
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    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
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    HasBeenDamagedBy(Entity)

    Determines whether this Entity has been damaged by a specified 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.

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    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.

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    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.

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    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.

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    IsAttached()

    Determines whether this Entity is attached to any other Entity.

    Declaration
    public bool IsAttached()
    Returns
    Type Description
    Boolean

    true if this Entity is attached to another Entity; otherwise, false.

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    IsAttachedTo(Entity)

    Determines whether this Entity is attached to the specified Entity.

    Declaration
    public bool IsAttachedTo(Entity entity)
    Parameters
    Type Name Description
    Entity entity

    The Entity to check if this Entity is attached to.

    Returns
    Type Description
    Boolean

    true if this Entity is attached to entity; otherwise, false.

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    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.

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    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.

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    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 position; otherwise, false.

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    IsNearEntity(Entity, Vector3)

    Determines whether this Entity is near a specified Entity.

    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 entity.

    Returns
    Type Description
    Boolean

    true if this Entity is near the entity; otherwise, false.

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    IsTouching(Entity)

    Determines whether this Entity is touching the Entity 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 entity; otherwise, false.

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    IsTouching(Model)

    Determines whether this Entity is touching an Entity with the Model 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 model; otherwise, false.

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    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()
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    RemoveParticleEffects()

    Stops all particle effects attached to this Entity.

    Declaration
    public void RemoveParticleEffects()
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    ResetOpacity()

    Resets the Opacity.

    Declaration
    public void ResetOpacity()
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    SetNoCollision(Entity, Boolean)

    Sets the collision between this Entity and another Entity

    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

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    Equality(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 left is the same entity as right; otherwise, false.

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    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
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    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 left is not the same entity as right; otherwise, false.

    Implements

    INativeValue
    IDeletable
    IExistable
    ISpatial
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