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    Class Prop

    Inheritance
    Object
    PoolObject
    Entity
    Prop
    Projectile
    Implements
    INativeValue
    IDeletable
    IExistable
    ISpatial
    Inherited Members
    Entity.FromHandle(Int32)
    Entity.MemoryAddress
    Entity.EntityType
    Entity.PopulationType
    Entity.IsDead
    Entity.IsAlive
    Entity.Model
    Entity.Opacity
    Entity.ResetOpacity()
    Entity.LodDistance
    Entity.IsPersistent
    Entity.IsPositionFrozen
    Entity.Bones
    Entity.Health
    Entity.MaxHealth
    Entity.HealthFloat
    Entity.MaxHealthFloat
    Entity.Matrix
    Entity.Position
    Entity.PositionNoOffset
    Entity.Rotation
    Entity.Heading
    Entity.SubmersionLevel
    Entity.HeightAboveGround
    Entity.Quaternion
    Entity.UpVector
    Entity.RightVector
    Entity.ForwardVector
    Entity.LeftPosition
    Entity.RightPosition
    Entity.RearPosition
    Entity.FrontPosition
    Entity.AbovePosition
    Entity.BelowPosition
    Entity.GetOffsetPosition(Vector3)
    Entity.GetPositionOffset(Vector3)
    Entity.Speed
    Entity.MaxSpeed
    Entity.Velocity
    Entity.RotationVelocity
    Entity.WorldRotationVelocity
    Entity.DamageRecords
    Entity.HasBeenDamagedBy(Entity)
    Entity.HasBeenDamagedBy(WeaponHash)
    Entity.HasBeenDamagedByAnyWeapon()
    Entity.HasBeenDamagedByAnyMeleeWeapon()
    Entity.ClearLastWeaponDamage()
    Entity.FragmentGroupCount
    Entity.IsFragmentObject
    Entity.DetachFragmentPart(Int32)
    Entity.IsFireProof
    Entity.IsMeleeProof
    Entity.IsBulletProof
    Entity.IsExplosionProof
    Entity.IsCollisionProof
    Entity.IsWaterCannonProof
    Entity.IsSteamProof
    Entity.IsSmokeProof
    Entity.IsInvincible
    Entity.IsOnlyDamagedByPlayer
    Entity.IsVisible
    Entity.IsOccluded
    Entity.IsRendered
    Entity.IsOnFire
    Entity.IsOnScreen
    Entity.IsUpright
    Entity.IsUpsideDown
    Entity.IsInAir
    Entity.IsInWater
    Entity.HasGravity
    Entity.RemoveParticleEffects()
    Entity.HasCollided
    Entity.MaterialCollidingWith
    Entity.IsCollisionEnabled
    Entity.IsRecordingCollisions
    Entity.SetNoCollision(Entity, Boolean)
    Entity.IsInArea(Vector3, Vector3)
    Entity.IsInAngledArea(Vector3, Vector3, Single)
    Entity.IsInRange(Vector3, Single)
    Entity.IsNearEntity(Entity, Vector3)
    Entity.IsTouching(Model)
    Entity.IsTouching(Entity)
    Entity.AddBlip()
    Entity.AttachedBlip
    Entity.AttachedBlips
    Entity.Detach()
    Entity.AttachTo(Entity, Vector3, Vector3)
    Entity.AttachTo(EntityBone, Vector3, Vector3)
    Entity.IsAttached()
    Entity.IsAttachedTo(Entity)
    Entity.AttachedEntity
    Entity.ApplyForce(Vector3, Vector3, ForceType)
    Entity.ApplyForceRelative(Vector3, Vector3, ForceType)
    Entity.MarkAsNoLongerNeeded()
    Entity.Delete()
    Entity.Equals(Object)
    Entity.GetHashCode()
    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 class Prop : Entity, INativeValue, IDeletable, IExistable, ISpatial

    Methods

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    Exists()

    Determines if this Prop exists. You should ensure Props 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 bool Exists()
    Returns
    Type Description
    Boolean

    true if this Prop exists; otherwise, false.

    Implements

    INativeValue
    IDeletable
    IExistable
    ISpatial
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