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Constructors

constructor

  • new Prop(handle: number): Prop

Properties

Protected bones

bones: undefined | EntityBoneCollection

Protected handle

handle: number

Protected stateBagCookies

stateBagCookies: number[] = []

Accessors

AttachedBlip

  • get AttachedBlip(): null | Blip

Bones

Handle

  • get Handle(): number

HasCollided

  • get HasCollided(): boolean

HasGravity

  • set HasGravity(value: boolean): void

Heading

  • get Heading(): number
  • set Heading(heading: number): void

Health

  • get Health(): number
  • set Health(amount: number): void

HeightAboveGround

  • get HeightAboveGround(): number

IsCollisionEnabled

  • get IsCollisionEnabled(): boolean
  • set IsCollisionEnabled(value: boolean): void

IsInAir

  • get IsInAir(): boolean

IsInWater

  • get IsInWater(): boolean

IsInvincible

  • set IsInvincible(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

IsOccluded

  • get IsOccluded(): boolean

IsOnFire

  • get IsOnFire(): boolean

IsOnScreen

  • get IsOnScreen(): boolean

IsOnlyDamagedByPlayer

  • set IsOnlyDamagedByPlayer(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

IsPersistent

  • get IsPersistent(): boolean
  • set IsPersistent(value: boolean): void

IsPositionFrozen

  • set IsPositionFrozen(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

IsRecordingCollisions

  • set IsRecordingCollisions(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

IsUpright

  • get IsUpright(): boolean

IsUpsideDown

  • get IsUpsideDown(): boolean

IsVisible

  • get IsVisible(): boolean
  • set IsVisible(value: boolean): void

LodDistance

  • get LodDistance(): number
  • set LodDistance(value: number): void

MaterialCollidingWith

MaxHealth

  • get MaxHealth(): number
  • set MaxHealth(amount: number): void

MaxSpeed

  • set MaxSpeed(value: number): void

Model

NetworkId

  • get NetworkId(): number

Opacity

  • get Opacity(): number
  • set Opacity(value: number): void

Position

PositionNoOffset

  • set PositionNoOffset(position: Vector3): void

Quaternion

Rotation

RotationVelocity

State

  • get State(): StateBagInterface

SubmersionLevel

  • get SubmersionLevel(): number

Velocity

Methods

AddStateBagChangeHandler

  • AddStateBagChangeHandler(keyFilter: null | string, handler: StateBagChangeHandler): number

applyForce

applyForceRelative

attachBlip

attachTo

  • attachTo(entity: Entity, position: Vector3, rotation: Vector3, collisions?: boolean, unk9?: boolean, useSoftPinning?: boolean, rotationOrder?: number): void

attachToBone

  • attachToBone(entityBone: EntityBone, position: Vector3, rotation: Vector3, collisions?: boolean, unk9?: boolean, useSoftPinning?: boolean, rotationOrder?: number): void

clearLastWeaponDamage

  • clearLastWeaponDamage(): void

delete

  • delete(): void

detach

  • detach(): void

exists

  • exists(): boolean

getEntityAttachedTo

getOffsetPosition

getPositionOffset

hasBeenDamagedBy

  • hasBeenDamagedBy(entity: Entity): boolean

hasBeenDamagedByAnyMeleeWeapon

  • hasBeenDamagedByAnyMeleeWeapon(): boolean

hasBeenDamagedByAnyWeapon

  • hasBeenDamagedByAnyWeapon(): boolean

hasBeenDamagedByWeapon

  • hasBeenDamagedByWeapon(weapon: WeaponHash): boolean

hasClearLosToEntity

  • hasClearLosToEntity(entity: Entity, traceType?: number): boolean

hasClearLosToEntityInFront

  • hasClearLosToEntityInFront(entity: Entity): boolean

isAlive

  • isAlive(): boolean

isAttached

  • isAttached(): boolean

isAttachedTo

  • isAttachedTo(entity: Entity): boolean

isDead

  • isDead(): boolean

isInAngledArea

  • isInAngledArea(origin: Vector3, edge: Vector3, angle: number): boolean

isInArea

isInRangeOf

  • isInRangeOf(position: Vector3, range: number): boolean

isNearEntity

isTouching

  • isTouching(entity: Entity): boolean

isTouchingModel

  • isTouchingModel(model: Model): boolean

listenForStateChange

  • listenForStateChange(keyFilter: null | string, handler: StateBagChangeHandler): number
  • A short hand function for AddStateBagChangeHandler, this gets automatically cleaned up on entity deletion.

    Parameters

    • keyFilter: null | string

      the key to filter for or null

    • handler: StateBagChangeHandler

      the function to handle the change

    Returns number

    a cookie to be used in RemoveStateBagChangeHandler

markAsNoLongerNeeded

  • markAsNoLongerNeeded(): void

placeOnGround

  • placeOnGround(): void

removeAllParticleEffects

  • removeAllParticleEffects(): void

removeStateListener

  • removeStateListener(tgtCookie: number): void

resetOpacity

  • resetOpacity(): void

setNoCollision

  • setNoCollision(entity: Entity, toggle: boolean): void

Static exists

  • exists(prop: Prop): boolean

Static fromHandle

Static fromNetworkId

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