ENTITY

bool DOES_ENTITY_EXIST(Entity entity)
vec3 GET_ENTITY_COORDS(Entity entity)
void SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos)
vec3 GET_ENTITY_ROTATION(Entity entity, int rotationOrder)
void SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, bool p5)
void SET_ENTITY_HEADING(Entity entity, float heading)
void SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z)
vec3 GET_ENTITY_VELOCITY(Entity entity)
bool IS_AN_ENTITY(int handle)
bool IS_ENTITY_A_PED(Entity entity)
bool IS_ENTITY_A_MISSION_ENTITY(Entity entity)
bool IS_ENTITY_A_VEHICLE(Entity entity)
bool IS_ENTITY_AN_OBJECT(Entity entity)
bool IS_ENTITY_DEAD(Entity entity)
bool IS_ENTITY_ON_FIRE(Entity entity)
bool IS_ENTITY_VISIBLE(Entity entity)
bool IS_ENTITY_ATTACHED(Entity entity)
void SET_ENTITY_VISIBLE(Entity entity, bool toggle, bool unk)
int GET_ENTITY_TYPE(Entity entity)
void SET_ENTITY_GRAVITY(Entity entity, bool toggle)
void APPLY_FORCE_TO_ENTITY(Entity entity, int forceFlags, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, bool isDirectionRel, bool ignoreUpVec, bool isForceRel, bool p12, bool p13)
Entity GET_ENTITY_ATTACHED_TO(Entity entity)
void DELETE_ENTITY(Entity entity)
void DETACH_ENTITY(Entity entity, bool dynamic, bool collision)
Hash GET_ENTITY_MODEL(Entity entity)
float GET_ENTITY_HEADING(Entity entity)
void ATTACH_ENTITY_TO_ENTITY(Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, bool p9, bool useSoftPinning, bool collision, bool isPed, int vertexIndex, bool fixedRot)
void SET_ENTITY_AS_MISSION_ENTITY(Entity entity, bool p1, bool p2)
void SET_ENTITY_COLLISION(Entity entity, bool toggle, bool keepPhysics)
bool IS_ENTITY_IN_AIR(Entity entity)
void SET_ENTITY_AS_NO_LONGER_NEEDED(Entity entity)
void FREEZE_ENTITY(Entity entity, bool toggle)
vec3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(Entity entity, float offsetX, float offsetY, float offsetZ)
void SET_ENTITY_ALPHA(Entity entity, int alphaLevel, bool skin)
void RESET_ENTITY_ALPHA(Entity entity)
void SET_ENTITY_INVINCIBLE(Entity entity, bool toggle)
bool IS_ENTITY_IN_WATER(Entity entity)
float GET_ENTITY_SPEED(Entity entity)
void SET_ENTITY_LIGHTS(Entity entity, bool toggle)
void SET_ENTITY_MAX_SPEED(Entity entity, float speed)
float GET_ENTITY_PITCH(Entity entity)
float GET_ENTITY_ROLL(Entity entity)
float GET_ENTITY_PHYSICS_HEADING(Entity entity)
bool DOES_ENTITY_HAVE_PHYSICS(Entity entity)
vec3 GET_ENTITY_ROTATION_VELOCITY(Entity entity)
float GET_ENTITY_SUBMERGED_LEVEL(Entity entity)
int GET_ENTITY_POPULATION_TYPE(Entity entity)
bool IS_ENTITY_STATIC(Entity entity)
bool IS_ENTITY_IN_ZONE(Entity entity, string zone)
bool IS_ENTITY_UPRIGHT(Entity entity, float angle)
bool IS_ENTITY_UPSIDE_DOWN(Entity entity)
bool HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT(Entity entity)
bool HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED(Entity entity)
bool HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE(Entity entity)
bool HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(Entity entity1, Entity entity2, bool p2)
bool DOES_ENTITY_HAVE_DRAWABLE(Entity entity)
bool HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity)
int GET_ENTITY_BONE_INDEX_BY_NAME(Entity entity, string boneName)
void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceType, float x, float y, float z, bool p5, bool isDirectionRel, bool isForceRel, bool p8)
int GET_ENTITY_MAX_HEALTH(Entity entity)
void SET_ENTITY_MAX_HEALTH(Entity entity, int value)
vec3 GET_ENTITY_FORWARD_VECTOR(Entity entity)
bool IS_ENTITY_ON_SCREEN(Entity entity)
void SET_ENTITY_ANIM_CURRENT_TIME(Entity entity, string animDictionary, string animName, float time)
void SET_ENTITY_ANIM_SPEED(Entity entity, string animDictionary, string animName, float speedMultiplier)
void SET_ENTITY_HEALTH(Entity entity, int health, int p2)
void SET_ENTITY_PROOFS(Entity entity, bool bulletProof, bool fireProof, bool explosionProof, bool collisionProof, bool meleeProof, bool p6, bool p7, bool drownProof)
int GET_ENTITY_ALPHA(Entity entity)
void CREATE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, bool p6)
void REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, bool p6)

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