General Functions - THE-FYP/MoonAdditions GitHub Wiki
set_vehicle_model_alpha(Vehicle handle, uint alpha)
set_char_model_alpha(Ped handle, uint alpha)
set_object_model_alpha(Object handle, uint alpha)
uint type, uint class = get_entity_type_and_class(uint entity_ptr)
Returns nil
on failure.
int number = get_vehicle_number_of_collided_entites(Vehicle handle)
int number = get_char_number_of_collided_entites(Ped handle)
int number = get_object_number_of_collided_entites(Object handle)
table<uint> entities = get_vehicle_collided_entites(Vehicle handle)
table<uint> entities = get_char_collided_entites(Ped handle)
table<uint> entities = get_object_collided_entites(Object handle)
set_car_window_state(Vehicle handle, uint window_id, bool state)
float health = get_char_max_health(Ped handle)
bool result, float x1, float y1, float x2, float y2 = get_circles_intersection(float x1, float y1, float radius1, float x2, float y2, float radius2)
int txd = get_model_txd_id(Model model)
uint crc32 = get_model_crc32_key(Model model)
Returns nil
on failure.
draw_temporary_shadow(uint shadow_type, float x, float y, float z, float width, float height, float rotation, float distance, uint/Texture texture, uint intensity, [int color_r, int color_g, int color_b, int color_a, uint shadow_data, float scale, bool draw_on_buildings, bool draw_on_water])
draw_permanent_shadow(uint shadow_type, float x, float y, float z, float width, float height, float rotation, float distance, uint/Texture texture, uint intensity, uint time, [int color_r, int color_g, int color_b, int color_a])
draw_light(uint light_type, float x, float y, float z, float dir_x, float dir_y, float dir_z, float radius, [int color_r, int color_g, int color_b, int color_a, uint entity])
draw_corona(uint/Texture texture, float x, float y, float z, float size, [int color_r, int color_g, int color_b, int color_a, uint entity])
draw_corona_ex(uint/Texture texture, float x, float y, float z, float size, [int color_r, int color_g, int color_b, int color_a, uint entity, float far_clip, float near_clip, int flare, bool reflection, bool check_obstacles, int flash_while_fading, float fade_speed, bool only_from_below])
int core_r, int core_g, int core_b, int corona_r, int corona_g, int corona_b = get_sun_colors()
float core, float corona = get_sun_size()
float x, y = get_sun_screen_coordinates()
bool visible, float x, float y, float z = get_sun_world_position()
int weather = get_current_weather()
int color1, color2 = get_traffic_lights_color()
uint status = get_car_light_damage_status(Vehicle handle, int light_id)
Returns nil
on failure.
set_car_light_damage_status(Vehicle handle, int light_id, uint status)
uint class, uint subclass = get_vehicle_class(Vehicle handle)
Returns nil
on failure.
float x, float y, float z = get_vehicle_dummy_element_position(Vehicle handle, uint element, [bool world, bool invert_x])
bool result = create_projectile(uint weapon_id, float src_x, float src_y, float src_z, float dir_x, float dir_y, float dir_z, float force, uint source_entity_ptr, uint target_entity_ptr)
int sfx_volume, int radio_volume = get_game_volume()
table collision = get_collision_between_points(float origin_x, float origin_y, float origin_z, float target_x, float target_y, float target_z, [table<string=bool> flags, uint ignore_entity_ptr])
Returns nil
on failure.
draw_spotlight(float origin_x, float origin_y, float origin_z, float target_x, float target_y, float target_z, float base_radius, float target_radius, bool shadow, float shadow_intensity)
draw_rect(float left, float top, float right, float bottom, int r, int g, int b, int a, [float angle])
draw_rect_with_gradient(float left, float top, float right, float bottom, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2, int r3, int g3, int b3, int a3, int r4, int g4, int b4, int a4, [float angle])
table<Object> objects = get_all_objects(float x, float y, float z, [float radius, bool sphere])
table<Ped> chars = get_all_characters(float x, float y, float z, [float radius, bool skip_dead, bool sphere])
table<Vehicle> vehicles = get_all_vehicles(float x, float y, float z, [float radius, bool skip_wrecked bool sphere])
Matrix matrix = get_object_matrix(Object handle)
Returns nil
on failure.
Matrix matrix = get_char_matrix(Ped handle)
Returns nil
on failure.
Matrix matrix = get_vehicle_matrix(Vehicle handle)
Returns nil
on failure.
draw_text(string text, float x, float y, [uint style, float width, float height, uint align, float wrap, bool proportional, bool justify, int text_r, int text_g, int text_b, int text_a, uint outline, uint shadow, int shadow_r, int shadow_g, int shadow_b, int shadow_a, bool background, int background_r, int background_g, int background_b, int background_a])
FRONT_LEFT
FRONT_RIGHT
REAR_RIGHT
REAR_LEFT
VEHICLES
PEDS
BUILDINGS
OBJECTS
DUMMIES
SEE_THROUGH
SHOOT_THROUGH
IGNORE_SOME_OBJECTS
STAR
STAR_2
MOON
REFLECT
HEADLIGHT_LINE
RINGB
ENTITY
BUILDING
TREADABLE
DUMMY_1
DUMMY_2
PHYSICAL
OBJECT
HAND
PROJECTILE
CUTSCENE_OBJECT
PED
CIVILIAN_PED
COP_PED
EMERGENCY_PED
PLAYER_PED
VEHICLE
AUTOMOBILE
HELI
MTRUCK
PLANE
QUAD
TRAILER
BIKE
BMX
BOAT
TRAIN
NOTHING
BUILDING
VEHICLE
PED
OBJECT
DUMMY
NOTINPOOLS
DEFAULT
DIRECTIONAL
DARK
GLOBAL
DEFAULT
CAR
PED
EXPLOSION
HELI
HEADLIGHT
BLOODPOOL
HEADLIGHT
BIKE
RCBARON
LAMP
DEFAULT
ADDITIVE
INVCOLOR
OIL_1
OIL_2
OIL_3
OIL_4
OIL_5
AUTOMOBILE
MTRUCK
QUAD
HELI
PLANE
BOAT
TRAIN
FHELI
FPLANE
BIKE
BMX
TRAILER
AUTOMOBILE
BIKE
HELI
BOAT
PLANE
HEADLIGHTS
TAIL_LIGHTS
HEADLIGHTS_2
TAIL_LIGHTS_2
PED_FRONT_SEAT
PED_BACK_SEAT
EXHAUST
ENGINE
PETROLCAP
HOOKUP
PED_ARM
FRONT_LEFT
FRONT_RIGHT
REAR_LEFT
REAR_RIGHT