Struct altv::BaseObjectWrapper
source · pub struct BaseObjectWrapper<T, InheritPtrs = ()>where
InheritPtrs: Clone,{ /* private fields */ }
Implementations§
source§impl<T, InheritPtrs> BaseObjectWrapper<T, InheritPtrs>where
InheritPtrs: Clone,
impl<T, InheritPtrs> BaseObjectWrapper<T, InheritPtrs>where
InheritPtrs: Clone,
source§impl BaseObjectWrapper<IBlip, WorldObject>
impl BaseObjectWrapper<IBlip, WorldObject>
§Blip implementation
pub fn new_global_area( pos: impl Into<Vector3>, width: f32, height: f32 ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_area_with_targets( pos: impl Into<Vector3>, width: f32, height: f32, targets: &[BaseObjectContainer<IPlayer, WorldEntity>] ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_global_radius( pos: impl Into<Vector3>, radius: f32 ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_radius_with_targets( pos: impl Into<Vector3>, radius: f32, targets: &[BaseObjectContainer<IPlayer, WorldEntity>] ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_global_point( pos: impl Into<Vector3> ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_point_with_targets( pos: impl Into<Vector3>, targets: &[BaseObjectContainer<IPlayer, WorldEntity>] ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_global_entity_point( entity: impl Into<AnyEntity> ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn new_entity_point_with_targets( entity: impl Into<AnyEntity>, targets: &[BaseObjectContainer<IPlayer, WorldEntity>] ) -> Result<BaseObjectContainer<IBlip, WorldObject>, Error>
pub fn destroy(&self) -> Result<(), Error>
pub fn global(&self) -> Result<bool, Error>
pub fn set_global(&self, state: bool) -> Result<(), Error>
pub fn targets( &self ) -> Result<Vec<BaseObjectContainer<IPlayer, WorldEntity>>, Error>
pub fn attached(&self) -> Result<bool, Error>
pub fn attached_to(&self) -> Result<Option<AnyEntity>, Error>
pub fn attach_to(&self, entity: impl Into<AnyEntity>) -> Result<(), Error>
pub fn blip_type(&self) -> Result<BlipType, Error>
pub fn set_blip_type(&self, blip_type: BlipType) -> Result<(), Error>
pub fn scale(&self) -> Result<Vector2, Error>
pub fn set_scale(&self, scale: impl Into<Vector2>) -> Result<(), Error>
pub fn display(&self) -> Result<u32, Error>
pub fn set_display(&self, display: u32) -> Result<(), Error>
pub fn secondary_color(&self) -> Result<Rgba, Error>
pub fn set_secondary_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn alpha(&self) -> Result<u32, Error>
pub fn set_alpha(&self, alpha: u32) -> Result<(), Error>
pub fn flash_timer(&self) -> Result<i32, Error>
pub fn set_flash_timer(&self, timer: i32) -> Result<(), Error>
pub fn flash_interval(&self) -> Result<i32, Error>
pub fn set_flash_interval(&self, interval: i32) -> Result<(), Error>
pub fn as_friendly(&self) -> Result<bool, Error>
pub fn set_as_friendly(&self, friendly: bool) -> Result<(), Error>
pub fn route(&self) -> Result<bool, Error>
pub fn set_route(&self, state: bool) -> Result<(), Error>
pub fn bright(&self) -> Result<bool, Error>
pub fn set_bright(&self, bright: bool) -> Result<(), Error>
pub fn number(&self) -> Result<i32, Error>
pub fn set_number(&self, number: i32) -> Result<(), Error>
pub fn show_cone(&self) -> Result<bool, Error>
pub fn set_show_cone(&self, state: bool) -> Result<(), Error>
pub fn flashes(&self) -> Result<bool, Error>
pub fn set_flashes(&self, state: bool) -> Result<(), Error>
pub fn flashes_alternate(&self) -> Result<bool, Error>
pub fn set_flashes_alternate(&self, state: bool) -> Result<(), Error>
pub fn as_short_range(&self) -> Result<bool, Error>
pub fn set_as_short_range(&self, state: bool) -> Result<(), Error>
pub fn priority(&self) -> Result<u32, Error>
pub fn set_priority(&self, state: u32) -> Result<(), Error>
pub fn rot(&self) -> Result<f32, Error>
pub fn set_rot(&self, rot: f32) -> Result<(), Error>
pub fn gxt_name(&self) -> Result<String, Error>
pub fn set_gxt_name(&self, name: String) -> Result<(), Error>
pub fn name(&self) -> Result<String, Error>
pub fn set_name(&self, name: String) -> Result<(), Error>
pub fn route_color(&self) -> Result<Rgba, Error>
pub fn set_route_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn pulse(&self) -> Result<bool, Error>
pub fn set_pulse(&self, val: bool) -> Result<(), Error>
pub fn as_mission_creator(&self) -> Result<bool, Error>
pub fn set_as_mission_creator(&self, val: bool) -> Result<(), Error>
pub fn tick_visible(&self) -> Result<bool, Error>
pub fn set_tick_visible(&self, val: bool) -> Result<(), Error>
pub fn heading_indicator_visible(&self) -> Result<bool, Error>
pub fn set_heading_indicator_visible(&self, val: bool) -> Result<(), Error>
pub fn outline_indicator_visible(&self) -> Result<bool, Error>
pub fn set_outline_indicator_visible(&self, val: bool) -> Result<(), Error>
pub fn friend_indicator_visible(&self) -> Result<bool, Error>
pub fn set_friend_indicator_visible(&self, val: bool) -> Result<(), Error>
pub fn crew_indicator_visible(&self) -> Result<bool, Error>
pub fn set_crew_indicator_visible(&self, val: bool) -> Result<(), Error>
pub fn category(&self) -> Result<u32, Error>
pub fn set_category(&self, val: u32) -> Result<(), Error>
pub fn as_high_detail(&self) -> Result<bool, Error>
pub fn set_as_high_detail(&self, val: bool) -> Result<(), Error>
pub fn shrinked(&self) -> Result<bool, Error>
pub fn set_shrinked(&self, val: bool) -> Result<(), Error>
pub fn sprite(&self) -> Result<u32, Error>
pub fn set_sprite(&self, sprite: u32) -> Result<(), Error>
pub fn color(&self) -> Result<u32, Error>
pub fn set_color(&self, color: u32) -> Result<(), Error>
pub fn fade(&self, opacity: u32, duration: u32) -> Result<(), Error>
pub fn visible(&self) -> Result<bool, Error>
pub fn set_visible(&self, state: bool) -> Result<(), Error>
pub fn add_target_player( &self, player: BaseObjectContainer<IPlayer, WorldEntity> ) -> Result<(), Error>
pub fn remove_target_player( &self, player: BaseObjectContainer<IPlayer, WorldEntity> ) -> Result<(), Error>
pub fn minimal_on_edge(&self) -> Result<bool, Error>
pub fn set_minimal_on_edge(&self, hidden: bool) -> Result<(), Error>
pub fn use_height_indicator_on_edge(&self) -> Result<bool, Error>
pub fn set_use_height_indicator_on_edge( &self, hidden: bool ) -> Result<(), Error>
pub fn short_height_threshold(&self) -> Result<bool, Error>
pub fn set_short_height_threshold(&self, hidden: bool) -> Result<(), Error>
source§impl BaseObjectWrapper<ICheckpoint, WorldColShape>
impl BaseObjectWrapper<ICheckpoint, WorldColShape>
§Checkpoint implementation
pub fn new( checkpoint_type: u8, pos: impl Into<Vector3>, radius: f32, height: f32, color: impl Into<Rgba>, streaming_distance: u32 ) -> BaseObjectContainer<ICheckpoint, WorldColShape>
pub fn destroy(&self) -> Result<(), Error>
pub fn checkpoint_type(&self) -> Result<u8, Error>
pub fn height(&self) -> Result<f32, Error>
pub fn radius(&self) -> Result<f32, Error>
pub fn color(&self) -> Result<Rgba, Error>
pub fn icon_color(&self) -> Result<Rgba, Error>
pub fn next_position(&self) -> Result<Vector3, Error>
pub fn set_checkpoint_type(&self, checkpoint_type: u8) -> Result<(), Error>
pub fn set_height(&self, height: f32) -> Result<(), Error>
pub fn set_radius(&self, radius: f32) -> Result<(), Error>
pub fn set_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn set_icon_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn set_next_pos(&self, pos: impl Into<Vector3>) -> Result<(), Error>
pub fn visible(&self) -> Result<bool, Error>
pub fn set_visible(&self, visible: bool) -> Result<(), Error>
source§impl BaseObjectWrapper<IColShape, WorldColShape>
impl BaseObjectWrapper<IColShape, WorldColShape>
§ColShape implementation
pub fn new_circle( pos: impl Into<Vector2>, radius: f32 ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn new_sphere( pos: impl Into<Vector3>, radius: f32 ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn new_rectangle( first_point: impl Into<Vector2>, second_point: impl Into<Vector2> ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn new_cuboid( first_point: impl Into<Vector3>, second_point: impl Into<Vector3> ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn new_cylinder( pos: impl Into<Vector3>, radius: f32, height: f32 ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn new_polygon( min_z: f32, max_z: f32, points: Vec<impl Into<Vector2>> ) -> BaseObjectContainer<IColShape, WorldColShape>
pub fn destroy(&self) -> Result<(), Error>
source§impl BaseObjectWrapper<IConnectionInfo>
impl BaseObjectWrapper<IConnectionInfo>
§ConnectionInfo implementation
pub fn accept(&self, send_player_names: bool) -> Result<(), Error>
pub fn is_accepted(&self) -> Result<bool, Error>
pub fn decline(&self, reason: impl ToString) -> Result<(), Error>
pub fn text(&self) -> Result<String, Error>
pub fn set_text(&self, text: impl ToString) -> Result<(), Error>
pub fn name(&self) -> Result<String, Error>
pub fn hw_id_hash(&self) -> Result<u64, Error>
pub fn hw_id_ex_hash(&self) -> Result<u64, Error>
pub fn auth_token(&self) -> Result<String, Error>
pub fn is_debug(&self) -> Result<bool, Error>
pub fn branch(&self) -> Result<String, Error>
pub fn version_major(&self) -> Result<u16, Error>
pub fn version_minor(&self) -> Result<u16, Error>
pub fn cdn_url(&self) -> Result<String, Error>
pub fn password_hash(&self) -> Result<u64, Error>
pub fn ip(&self) -> Result<String, Error>
pub fn discord_user_id(&self) -> Result<i64, Error>
pub fn cloud_id(&self) -> Result<String, Error>
pub fn cloud_auth_result(&self) -> Result<CloudAuthResult, Error>
source§impl BaseObjectWrapper<IMarker, WorldObject>
impl BaseObjectWrapper<IMarker, WorldObject>
§Marker implementation
pub fn new( marker_type: MarkerType, pos: impl Into<Vector3>, color: impl Into<Rgba> ) -> BaseObjectContainer<IMarker, WorldObject>
pub fn destroy(&self) -> Result<(), Error>
pub fn global(&self) -> Result<bool, Error>
pub fn target( &self ) -> Result<Option<BaseObjectContainer<IPlayer, WorldEntity>>, Error>
pub fn color(&self) -> Result<Rgba, Error>
pub fn set_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn visible(&self) -> Result<bool, Error>
pub fn set_visible(&self, visible: bool) -> Result<(), Error>
pub fn marker_type(&self) -> Result<MarkerType, Error>
pub fn set_marker_type(&self, marker_type: MarkerType) -> Result<(), Error>
pub fn scale(&self) -> Result<Vector3, Error>
pub fn set_scale(&self, scale: impl Into<Vector3>) -> Result<(), Error>
pub fn rot(&self) -> Result<Vector3, Error>
pub fn set_rot(&self, rot: impl Into<Vector3>) -> Result<(), Error>
pub fn dir(&self) -> Result<Vector3, Error>
pub fn set_dir(&self, dir: impl Into<Vector3>) -> Result<(), Error>
pub fn face_camera(&self) -> Result<bool, Error>
pub fn set_face_camera(&self, face_camera: bool) -> Result<(), Error>
pub fn streaming_distance(&self) -> Result<u32, Error>
pub fn rotating(&self) -> Result<bool, Error>
pub fn set_rotating(&self, toggle: bool) -> Result<(), Error>
pub fn bobs_up_down(&self) -> Result<bool, Error>
pub fn set_bob_up_down(&self, toggle: bool) -> Result<(), Error>
source§impl BaseObjectWrapper<IObject, WorldEntity>
impl BaseObjectWrapper<IObject, WorldEntity>
§Object implementation
sourcepub fn new(
model: impl IntoHash,
pos: impl Into<Vector3>,
rot: impl Into<Vector3>
) -> Result<BaseObjectContainer<IObject, WorldEntity>, Error>
pub fn new( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3> ) -> Result<BaseObjectContainer<IObject, WorldEntity>, Error>
Creates new instance of Object with default params. See object::Object::new_with_params if you want to create network object with custom params.
§Errors
When the maximum number of entities is created (2^16).
§Examples
let object = altv::Object::new(
"prop_bench_04",
altv::Vector3::new(0.0, 0.0, 71.0),
altv::Vector3::new(1.0, 2.0, 3.0)
)?;
pub fn new_with_streaming_distance( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3>, streaming_distance: u32 ) -> Result<BaseObjectContainer<IObject, WorldEntity>, Error>
sourcepub fn new_with_params(
model: impl IntoHash,
pos: impl Into<Vector3>,
rot: impl Into<Vector3>,
alpha: u8,
texture_variation: u8,
lod_distance: u16,
streaming_distance: u32
) -> Result<BaseObjectContainer<IObject, WorldEntity>, Error>
pub fn new_with_params( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3>, alpha: u8, texture_variation: u8, lod_distance: u16, streaming_distance: u32 ) -> Result<BaseObjectContainer<IObject, WorldEntity>, Error>
pub fn destroy(&self) -> Result<(), Error>
pub fn alpha(&self) -> Result<u8, Error>
pub fn set_alpha(&self, alpha: u8) -> Result<(), Error>
pub fn texture_variation(&self) -> Result<u8, Error>
pub fn set_texture_variation(&self, texture_variation: u8) -> Result<(), Error>
pub fn lod_distance(&self) -> Result<u16, Error>
pub fn set_lod_distance(&self, lod_distance: u16) -> Result<(), Error>
pub fn activate_physics(&self) -> Result<(), Error>
pub fn place_on_ground_properly(&self) -> Result<(), Error>
source§impl BaseObjectWrapper<IPed, WorldEntity>
impl BaseObjectWrapper<IPed, WorldEntity>
§Ped implementation
pub fn new( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3> ) -> Result<BaseObjectContainer<IPed, WorldEntity>, Error>
pub fn new_with_streaming_distance( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3>, streaming_distance: u32 ) -> Result<BaseObjectContainer<IPed, WorldEntity>, Error>
pub fn destroy(&self) -> Result<(), Error>
pub fn health(&self) -> Result<u16, Error>
pub fn set_health(&self, health: u16) -> Result<(), Error>
pub fn max_health(&self) -> Result<u16, Error>
pub fn set_max_health(&self, max_health: u16) -> Result<(), Error>
pub fn armour(&self) -> Result<u16, Error>
pub fn set_armour(&self, armour: u16) -> Result<(), Error>
pub fn current_weapon(&self) -> Result<u32, Error>
pub fn set_current_weapon(&self, weapon: impl IntoHash) -> Result<(), Error>
source§impl BaseObjectWrapper<IPlayer, WorldEntity>
impl BaseObjectWrapper<IPlayer, WorldEntity>
§Player implementation
pub fn name(&self) -> Result<String, Error>
pub fn spawn( &self, model: impl IntoHash, pos: impl Into<Vector3> ) -> Result<(), Error>
pub fn despawn(&self) -> Result<(), Error>
pub fn clear_blood_damage(&self) -> Result<(), Error>
pub fn clear_tasks(&self) -> Result<(), Error>
pub fn set_model(&self, model: impl IntoHash) -> Result<(), Error>
pub fn set_date_time(&self, date_time: PlayerDateTime) -> Result<(), Error>
pub fn set_weather(&self, weather: u32) -> Result<(), Error>
pub fn get_head_blend_data(&self) -> Result<PlayerHeadBlendData, Error>
pub fn set_head_blend_data( &self, data: PlayerHeadBlendData ) -> Result<(), Error>
pub fn reset_head_blend_data(&self) -> Result<(), Error>
pub fn remove_head_blend_data(&self) -> Result<(), Error>
pub fn remove_head_blend_palette_color(&self) -> Result<(), Error>
pub fn health(&self) -> Result<u16, Error>
pub fn set_health(&self, health: u16) -> Result<(), Error>
pub fn max_health(&self) -> Result<u16, Error>
pub fn set_max_health(&self, max_health: u16) -> Result<(), Error>
pub fn armour(&self) -> Result<u16, Error>
pub fn set_armour(&self, armour: u16) -> Result<(), Error>
pub fn max_armour(&self) -> Result<u16, Error>
pub fn set_max_armour(&self, max_armour: u16) -> Result<(), Error>
pub fn is_dead(&self) -> Result<bool, Error>
pub fn is_jumping(&self) -> Result<bool, Error>
pub fn is_in_ragdoll(&self) -> Result<bool, Error>
pub fn is_aiming(&self) -> Result<bool, Error>
pub fn is_shooting(&self) -> Result<bool, Error>
pub fn is_reloading(&self) -> Result<bool, Error>
pub fn is_entering_vehicle(&self) -> Result<bool, Error>
pub fn is_leaving_vehicle(&self) -> Result<bool, Error>
pub fn is_on_ladder(&self) -> Result<bool, Error>
pub fn is_in_melee(&self) -> Result<bool, Error>
pub fn is_in_cover(&self) -> Result<bool, Error>
pub fn is_in_vehicle(&self) -> Result<bool, Error>
pub fn is_flashlight_active(&self) -> Result<bool, Error>
pub fn is_super_jump_enabled(&self) -> Result<bool, Error>
pub fn is_crouching(&self) -> Result<bool, Error>
pub fn is_stealthy(&self) -> Result<bool, Error>
pub fn is_spawned(&self) -> Result<bool, Error>
pub fn is_connected(&self) -> Result<bool, Error>
pub fn is_parachuting(&self) -> Result<bool, Error>
pub fn has_weapon_component( &self, weapon: impl IntoHash, component: impl IntoHash ) -> Result<bool, Error>
pub fn add_weapon_component( &self, weapon: impl IntoHash, component: impl IntoHash ) -> Result<(), Error>
pub fn remove_weapon_component( &self, weapon: impl IntoHash, component: impl IntoHash ) -> Result<(), Error>
pub fn get_weapon_tint_index(&self, weapon: impl IntoHash) -> Result<u8, Error>
pub fn set_weapon_tint_index( &self, weapon: impl IntoHash, tint: u8 ) -> Result<(), Error>
pub fn current_weapon(&self) -> Result<u32, Error>
pub fn set_current_weapon(&self, weapon: impl IntoHash) -> Result<(), Error>
pub fn current_weapon_components(&self) -> Result<Vec<u32>, Error>
pub fn current_weapon_tint_index(&self) -> Result<u8, Error>
pub fn give_weapon( &self, weapon: impl IntoHash, ammo: i32, select_now: bool ) -> Result<(), Error>
pub fn remove_weapon(&self, weapon: impl IntoHash) -> Result<(), Error>
pub fn remove_all_weapons(&self, remove_all_ammo: bool) -> Result<(), Error>
pub fn weapons(&self) -> Result<Vec<Weapon>, Error>
pub fn move_speed(&self) -> Result<f32, Error>
pub fn aim_pos(&self) -> Result<Vector3, Error>
pub fn head_rot(&self) -> Result<Vector3, Error>
pub fn vehicle( &self ) -> Result<Option<BaseObjectContainer<IVehicle, WorldEntity>>, Error>
pub fn seat(&self) -> Result<u8, Error>
pub fn entity_aiming_at(&self) -> Result<Option<AnyEntity>, Error>
pub fn entity_aim_offset(&self) -> Result<Vector3, Error>
pub fn current_animation_dict(&self) -> Result<u32, Error>
pub fn current_animation_name(&self) -> Result<u32, Error>
pub fn forward_speed(&self) -> Result<f32, Error>
pub fn strafe_speed(&self) -> Result<f32, Error>
pub fn ping(&self) -> Result<u32, Error>
pub fn ip(&self) -> Result<Ipv6Addr, Error>
pub fn hwid_hash(&self) -> Result<u64, Error>
pub fn hwid_ex_hash(&self) -> Result<u64, Error>
pub fn auth_token(&self) -> Result<String, Error>
pub fn discord_id(&self) -> Result<i64, Error>
pub fn kick(&self, reason: impl ToString) -> Result<(), Error>
pub fn get_clothes(&self, component: u8) -> Result<PlayerCloth, Error>
pub fn set_clothes( &self, component: u8, drawable: u16, texture: u8, palette: u8 ) -> Result<bool, Error>
pub fn get_dlc_clothes(&self, component: u8) -> Result<PlayerDlcCloth, Error>
pub fn set_dlc_clothes( &self, component: u8, drawable: u16, texture: u8, palette: u8, dlc: impl IntoHash ) -> Result<bool, Error>
pub fn get_prop(&self, component: u8) -> Result<PlayerProp, Error>
pub fn set_prop( &self, component: u8, drawable: u16, texture: u8 ) -> Result<bool, Error>
pub fn get_dlc_prop(&self, component: u8) -> Result<PlayerDlcProp, Error>
pub fn set_dlc_prop( &self, component: u8, drawable: u8, texture: u8, dlc: impl IntoHash ) -> Result<bool, Error>
pub fn clear_props(&self, component: u8) -> Result<(), Error>
pub fn is_entity_in_streaming_range( &self, entity_id: u16 ) -> Result<bool, Error>
pub fn invincible(&self) -> Result<bool, Error>
pub fn set_invincible(&self, toggle: bool) -> Result<(), Error>
pub fn set_into_vehicle( &self, vehicle: impl Into<BaseObjectContainer<IVehicle, WorldEntity>>, seat: u8 ) -> Result<(), Error>
pub fn play_ambient_speech( &self, speech_name: impl ToString, speech_param: impl ToString, speech_dict_hash: u32 ) -> Result<(), Error>
pub fn set_head_overlay( &self, overlay_id: u8, index: u8, opacity: f32 ) -> Result<bool, Error>
pub fn get_head_overlay( &self, overlay_id: u8 ) -> Result<PlayerHeadOverlay, Error>
pub fn remove_head_overlay(&self, overlay_id: u8) -> Result<bool, Error>
pub fn set_head_overlay_color( &self, overlay_id: u8, color_type: u8, color_index: u8, second_color_index: u8 ) -> Result<bool, Error>
pub fn set_face_feature(&self, index: u8, scale: f32) -> Result<bool, Error>
pub fn get_face_feature_scale(&self, index: u8) -> Result<f32, Error>
pub fn remove_face_feature(&self, index: u8) -> Result<bool, Error>
pub fn set_head_blend_palette_color( &self, id: u8, red: u8, green: u8, blue: u8 ) -> Result<bool, Error>
pub fn get_head_blend_palette_color(&self, id: u8) -> Result<Rgba, Error>
pub fn set_eye_color(&self, color: i16) -> Result<bool, Error>
pub fn get_eye_color(&self) -> Result<i16, Error>
pub fn set_hair_color(&self, color: u8) -> Result<(), Error>
pub fn get_hair_color(&self) -> Result<u8, Error>
pub fn set_hair_highlight_color(&self, color: u8) -> Result<(), Error>
pub fn get_hair_highlight_color(&self) -> Result<u8, Error>
pub fn interior_location(&self) -> Result<u32, Error>
pub fn last_damaged_body_part(&self) -> Result<u32, Error>
pub fn set_last_damaged_body_part(&self, part: u32) -> Result<(), Error>
pub fn send_names(&self) -> Result<bool, Error>
pub fn set_send_names(&self, toggle: bool) -> Result<(), Error>
sourcepub fn play_animation(
&self,
dict: impl ToString,
name: impl ToString,
options: PlayAnimation
) -> Result<(), Error>
pub fn play_animation( &self, dict: impl ToString, name: impl ToString, options: PlayAnimation ) -> Result<(), Error>
§Examples
Using default options.
let player = altv::Player::all()[0].clone();
player.play_animation("cellphone@", "cellphone_text_in", Default::default())?;
Custom flags.
let player = altv::Player::all()[0].clone();
player.play_animation(
"cellphone@",
"cellphone_text_in",
altv::PlayAnimation {
flags: altv::AnimationFlags::HoldLastFrame | altv::AnimationFlags::AbortOnWeaponDamage,
..Default::default()
},
)?;
pub fn play_scenario(&self, name: impl ToString) -> Result<(), Error>
pub fn emit( &self, event_name: impl ToString, args: &[&dyn Serialize] ) -> Result<(), Error>
pub fn emit_unreliable( &self, event_name: impl ToString, args: &[&dyn Serialize] ) -> Result<(), Error>
pub fn streamed_entities(&self) -> Result<Vec<(AnyEntity, i32)>, Error>
sourcepub fn get_ammo(&self, ammo_type_hash: impl IntoHash) -> Result<u16, Error>
pub fn get_ammo(&self, ammo_type_hash: impl IntoHash) -> Result<u16, Error>
Returns current ammo value of specified ammo type. If player does not have ammo of specified ammo type, 0 will be returned.
§Examples
Passing ammo type as string.
let player = altv::Player::all()[0].clone();
let ammo: u16 = player.get_ammo("ammo_pistol")?;
Using AmmoType enum.
let player = altv::Player::all()[0].clone();
let ammo: u16 = player.get_ammo(altv::AmmoType::Pistol)?;
sourcepub fn set_ammo(
&self,
ammo_type_hash: impl IntoHash,
ammo: u16
) -> Result<(), Error>
pub fn set_ammo( &self, ammo_type_hash: impl IntoHash, ammo: u16 ) -> Result<(), Error>
Sets ammo value of specified ammo type.
§Examples
Passing ammo type as string.
let player = altv::Player::all()[0].clone();
player.set_ammo("ammo_pistol", 10)?;
Using AmmoType enum.
let player = altv::Player::all()[0].clone();
player.set_ammo(altv::AmmoType::Pistol, 10)?;
sourcepub fn get_weapon_ammo(&self, weapon_hash: impl IntoHash) -> Result<u16, Error>
pub fn get_weapon_ammo(&self, weapon_hash: impl IntoHash) -> Result<u16, Error>
Returns current ammo value of specified weapon. If player does not have this weapon, 0 will be returned.
§Examples
Passing weapon as string.
let player = altv::Player::all()[0].clone();
let ammo: u16 = player.get_weapon_ammo("weapon_pistol")?;
pub fn set_weapon_ammo( &self, weapon_hash: impl IntoHash, ammo: u16 ) -> Result<(), Error>
pub fn has_weapon(&self, weapon_hash: impl IntoHash) -> Result<bool, Error>
pub fn get_ammo_special_type( &self, ammo_type_hash: impl IntoHash ) -> Result<AmmoSpecialType, Error>
pub fn set_ammo_special_type( &self, ammo_type_hash: impl IntoHash, ammo_special_type: AmmoSpecialType ) -> Result<(), Error>
pub fn get_ammo_flags( &self, ammo_type_hash: impl IntoHash ) -> Result<AmmoFlags, Error>
pub fn set_ammo_flags( &self, ammo_type_hash: impl IntoHash, ammo_flags: AmmoFlags ) -> Result<(), Error>
pub fn set_ammo_max100( &self, ammo_type_hash: impl IntoHash, ammo: i32 ) -> Result<(), Error>
pub fn get_ammo_max(&self, ammo_type_hash: impl IntoHash) -> Result<i32, Error>
pub fn set_ammo_max( &self, ammo_type_hash: impl IntoHash, ammo: i32 ) -> Result<(), Error>
pub fn get_ammo_max50( &self, ammo_type_hash: impl IntoHash ) -> Result<i32, Error>
pub fn set_ammo_max50( &self, ammo_type_hash: impl IntoHash, ammo: i32 ) -> Result<(), Error>
pub fn get_ammo_max100( &self, ammo_type_hash: impl IntoHash ) -> Result<i32, Error>
pub fn decorations(&self) -> Result<Vec<Decoration>, Error>
pub fn add_decoration( &self, collection: impl IntoHash, overlay: impl IntoHash, count: u8 ) -> Result<(), Error>
pub fn remove_decoration( &self, collection: impl IntoHash, overlay: impl IntoHash ) -> Result<(), Error>
pub fn clear_decorations(&self) -> Result<(), Error>
pub fn net_ownership_disabled(&self) -> Result<bool, Error>
pub fn disable_net_ownership(&self, disable: bool) -> Result<(), Error>
pub fn cloud_id(&self) -> Result<String, Error>
pub fn cloud_auth_result(&self) -> Result<CloudAuthResult, Error>
pub fn get_blood_damage_base64(&self) -> Result<String, Error>
pub fn set_blood_damage_base64( &self, blood_damage: impl ToString ) -> Result<(), Error>
source§impl BaseObjectWrapper<IVehicle, WorldEntity>
impl BaseObjectWrapper<IVehicle, WorldEntity>
§Vehicle implementation
pub fn new( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3> ) -> Result<BaseObjectContainer<IVehicle, WorldEntity>, Error>
pub fn new_with_streaming_distance( model: impl IntoHash, pos: impl Into<Vector3>, rot: impl Into<Vector3>, streaming_distance: u32 ) -> Result<BaseObjectContainer<IVehicle, WorldEntity>, Error>
pub fn destroy(&self) -> Result<(), Error>
pub fn driver( &self ) -> Result<Option<BaseObjectContainer<IPlayer, WorldEntity>>, Error>
pub fn attached( &self ) -> Result<Option<BaseObjectContainer<IVehicle, WorldEntity>>, Error>
pub fn attached_to( &self ) -> Result<Option<BaseObjectContainer<IVehicle, WorldEntity>>, Error>
pub fn is_destroyed(&self) -> Result<bool, Error>
pub fn is_primary_color_rgb(&self) -> Result<bool, Error>
pub fn is_secondary_color_rgb(&self) -> Result<bool, Error>
pub fn is_tire_smoke_color_custom(&self) -> Result<bool, Error>
pub fn custom_tires(&self) -> Result<bool, Error>
pub fn is_extra_on(&self, extra_id: u8) -> Result<bool, Error>
pub fn is_neon_active(&self) -> Result<bool, Error>
pub fn is_engine_on(&self) -> Result<bool, Error>
pub fn is_handbrake_active(&self) -> Result<bool, Error>
pub fn is_siren_active(&self) -> Result<bool, Error>
pub fn is_window_opened(&self, window_id: u8) -> Result<bool, Error>
pub fn is_daylight_on(&self) -> Result<bool, Error>
pub fn is_nightlight_on(&self) -> Result<bool, Error>
pub fn is_flamethrower_active(&self) -> Result<bool, Error>
pub fn is_wheel_burst(&self, wheel_id: u8) -> Result<bool, Error>
pub fn does_wheel_has_tire(&self, wheel_id: u8) -> Result<bool, Error>
pub fn is_wheel_detached(&self, wheel_id: u8) -> Result<bool, Error>
pub fn is_wheel_on_fire(&self, wheel_id: u8) -> Result<bool, Error>
pub fn get_wheel_health(&self, wheel_id: u8) -> Result<f32, Error>
pub fn is_light_damaged(&self, light_id: u8) -> Result<bool, Error>
pub fn is_window_damaged(&self, window_id: u8) -> Result<bool, Error>
pub fn is_special_light_damaged( &self, special_light_id: u8 ) -> Result<bool, Error>
pub fn has_armored_windows(&self) -> Result<bool, Error>
pub fn manual_engine_control(&self) -> Result<bool, Error>
pub fn set_manual_engine_control(&self, toggle: bool) -> Result<(), Error>
pub fn get_mod(&self, category: u8) -> Result<u8, Error>
pub fn get_mods_count(&self, category: u8) -> Result<u8, Error>
pub fn mod_kits_count(&self) -> Result<u8, Error>
pub fn mod_kit(&self) -> Result<u8, Error>
pub fn set_mod_kit(&self, id: u8) -> Result<bool, Error>
pub fn primary_color(&self) -> Result<u8, Error>
pub fn set_primary_color(&self, color: u8) -> Result<(), Error>
pub fn secondary_color(&self) -> Result<u8, Error>
pub fn set_secondary_color(&self, color: u8) -> Result<(), Error>
pub fn pearl_color(&self) -> Result<u8, Error>
pub fn wheel_color(&self) -> Result<u8, Error>
pub fn set_wheel_color(&self, color: u8) -> Result<(), Error>
pub fn interior_color(&self) -> Result<u8, Error>
pub fn set_interior_color(&self, color: u8) -> Result<(), Error>
pub fn dashboard_color(&self) -> Result<u8, Error>
pub fn set_dashboard_color(&self, color: u8) -> Result<(), Error>
pub fn wheel_type(&self) -> Result<u8, Error>
pub fn wheel_variation(&self) -> Result<u8, Error>
pub fn rear_wheel_variation(&self) -> Result<u8, Error>
pub fn set_wheels(&self, wheel_type: u8, variation: u8) -> Result<(), Error>
pub fn set_rear_wheels(&self, variation: u8) -> Result<(), Error>
pub fn set_custom_tires(&self, toggle: bool) -> Result<(), Error>
pub fn special_darkness(&self) -> Result<u8, Error>
pub fn set_special_darkness(&self, value: u8) -> Result<(), Error>
pub fn numberplate_index(&self) -> Result<u32, Error>
pub fn set_numberplate_index(&self, index: u32) -> Result<(), Error>
pub fn window_tint(&self) -> Result<u8, Error>
pub fn set_window_tint(&self, tint: u8) -> Result<(), Error>
pub fn dirt_level(&self) -> Result<u8, Error>
pub fn set_dirt_level(&self, level: u8) -> Result<(), Error>
pub fn neon_active(&self) -> Result<VehicleNeon, Error>
pub fn set_neon_active( &self, left: bool, right: bool, front: bool, back: bool ) -> Result<(), Error>
pub fn livery(&self) -> Result<u8, Error>
pub fn set_livery(&self, livery: u8) -> Result<(), Error>
pub fn roof_livery(&self) -> Result<u8, Error>
pub fn set_roof_livery(&self, roof_livery: u8) -> Result<(), Error>
pub fn headlight_color(&self) -> Result<u8, Error>
pub fn radio_station_index(&self) -> Result<u32, Error>
pub fn lock_state(&self) -> Result<u8, Error>
pub fn set_lock_state(&self, state: u8) -> Result<(), Error>
pub fn get_door_state(&self, door_id: u8) -> Result<u8, Error>
pub fn wheels_count(&self) -> Result<u8, Error>
pub fn repairs_count(&self) -> Result<u8, Error>
pub fn body_health(&self) -> Result<u32, Error>
pub fn body_additional_health(&self) -> Result<u32, Error>
pub fn get_part_damage_level(&self, part_id: u8) -> Result<u8, Error>
pub fn get_part_bullet_holes(&self, part_id: u8) -> Result<u8, Error>
pub fn get_armored_window_shoot_count(&self, window_id: u8) -> Result<u8, Error>
pub fn get_bumper_damage_level(&self, bumper_id: u8) -> Result<u8, Error>
pub fn roof_closed(&self) -> Result<bool, Error>
pub fn set_roof_closed(&self, toggle: bool) -> Result<(), Error>
sourcepub fn repair(&self) -> Result<(), Error>
pub fn repair(&self) -> Result<(), Error>
At present this function is unstable,
consider recreating the vehicle instead.
https://github.com/altmp/altv-issues/issues/1748
https://github.com/altmp/altv-issues/issues/1184
https://github.com/altmp/altv-issues/issues/1445
https://github.com/altmp/altv-issues/issues/1426
pub fn primary_color_rgb(&self) -> Result<Rgba, Error>
pub fn set_primary_color_rgb(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn secondary_color_rgb(&self) -> Result<Rgba, Error>
pub fn set_secondary_color_rgb( &self, color: impl Into<Rgba> ) -> Result<(), Error>
pub fn tire_smoke_color(&self) -> Result<Rgba, Error>
pub fn set_tire_smoke_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn numberplate_text(&self) -> Result<String, Error>
pub fn set_numberplate_text(&self, text: impl ToString) -> Result<(), Error>
pub fn appearance_data_base64(&self) -> Result<String, Error>
pub fn set_appearance_data_base64( &self, data: impl ToString ) -> Result<(), Error>
pub fn game_state_base64(&self) -> Result<String, Error>
pub fn set_game_state_base64(&self, data: impl ToString) -> Result<(), Error>
pub fn health_data_base64(&self) -> Result<String, Error>
pub fn set_health_data_base64(&self, data: impl ToString) -> Result<(), Error>
pub fn damage_data_base64(&self) -> Result<String, Error>
pub fn set_damage_data_base64(&self, data: impl ToString) -> Result<(), Error>
pub fn script_data_base64(&self) -> Result<String, Error>
pub fn set_script_data_base64(&self, data: impl ToString) -> Result<(), Error>
pub fn neon_color(&self) -> Result<Rgba, Error>
pub fn set_neon_color(&self, color: impl Into<Rgba>) -> Result<(), Error>
pub fn set_engine_on(&self, toggle: bool) -> Result<(), Error>
pub fn set_headlight_color(&self, color: u8) -> Result<(), Error>
pub fn set_radio_station_index(&self, index: u32) -> Result<(), Error>
pub fn set_siren_active(&self, toggle: bool) -> Result<(), Error>
pub fn set_door_state(&self, door_id: u8, state: u8) -> Result<(), Error>
pub fn set_window_opened(&self, window_id: u8, state: bool) -> Result<(), Error>
pub fn set_lights_multiplier(&self, multiplier: f32) -> Result<(), Error>
pub fn set_engine_health(&self, health: i32) -> Result<(), Error>
pub fn set_petrol_tank_health(&self, health: i32) -> Result<(), Error>
pub fn set_wheel_burst(&self, wheel_id: u8, state: bool) -> Result<(), Error>
pub fn set_wheel_has_tire(&self, wheel_id: u8, state: bool) -> Result<(), Error>
pub fn set_wheel_detached(&self, wheel_id: u8, state: bool) -> Result<(), Error>
pub fn set_wheel_on_fire(&self, wheel_id: u8, state: bool) -> Result<(), Error>
pub fn set_wheel_health(&self, wheel_id: u8, health: f32) -> Result<(), Error>
pub fn set_wheel_fixed(&self, wheel_id: u8) -> Result<(), Error>
pub fn set_body_health(&self, health: u32) -> Result<(), Error>
pub fn set_body_additional_health(&self, health: u32) -> Result<(), Error>
pub fn set_part_damage_level( &self, part_id: u8, damage: u8 ) -> Result<(), Error>
pub fn set_part_bullet_holes( &self, part_id: u8, shoots_count: u8 ) -> Result<(), Error>
pub fn set_light_damaged( &self, light_id: u8, damaged: bool ) -> Result<(), Error>
pub fn set_window_damaged( &self, window_id: u8, damaged: bool ) -> Result<(), Error>
pub fn set_special_light_damaged( &self, special_light_id: u8, damaged: bool ) -> Result<(), Error>
pub fn set_armored_window_health( &self, window_id: u8, health: f32 ) -> Result<(), Error>
pub fn set_armored_window_shoot_count( &self, window_id: u8, count: u8 ) -> Result<(), Error>
pub fn set_bumper_damage_level( &self, bumper_id: u8, damage_level: u8 ) -> Result<(), Error>
pub fn drift_mode(&self) -> Result<bool, Error>
pub fn set_drift_mode(&self, toggle: bool) -> Result<(), Error>
pub fn boat_anchor_active(&self) -> Result<bool, Error>
pub fn set_boat_anchor_active(&self, toggle: bool) -> Result<(), Error>
pub fn set_search_light( &self, toggle: bool, spotted_entity: impl Into<AnyEntity> ) -> Result<bool, Error>
pub fn light_state(&self) -> Result<u8, Error>
pub fn set_light_state(&self, state: u8) -> Result<(), Error>
pub fn has_timed_explosion(&self) -> Result<bool, Error>
pub fn timed_explosion_culprit( &self ) -> Result<Option<BaseObjectContainer<IPlayer, WorldEntity>>, Error>
pub fn timed_explosion_time(&self) -> Result<u32, Error>
pub fn set_timed_explosion( &self, state: bool, culprit: impl Into<BaseObjectContainer<IPlayer, WorldEntity>>, time: u32 ) -> Result<(), Error>
pub fn is_towing_disabled(&self) -> Result<bool, Error>
pub fn set_disable_towing(&self, disable: bool) -> Result<(), Error>
pub fn rocket_refuel_speed(&self) -> Result<f32, Error>
pub fn set_rocket_refuel_speed(&self, speed: f32) -> Result<(), Error>
pub fn counter_measure_count(&self) -> Result<u32, Error>
pub fn set_counter_measure_count(&self, measure_count: u32) -> Result<(), Error>
pub fn script_max_speed(&self) -> Result<f32, Error>
pub fn set_script_max_speed(&self, speed: f32) -> Result<(), Error>
pub fn weapon_capacity(&self, index: u8) -> Result<i32, Error>
pub fn set_weapon_capacity(&self, index: u8, state: i32) -> Result<(), Error>
pub fn hybrid_extra_active(&self) -> Result<bool, Error>
pub fn set_hybrid_extra_active(&self, toggle: bool) -> Result<(), Error>
pub fn hybrid_extra_state(&self) -> Result<u8, Error>
pub fn set_hybrid_extra_state(&self, state: u8) -> Result<(), Error>
pub fn quaternion(&self) -> Result<Quaternion, Error>
pub fn set_quaternion( &self, quaternion: impl Into<Quaternion> ) -> Result<(), Error>
pub fn velocity(&self) -> Result<Vector3, Error>
pub fn toggle_extra(&self, extra_id: u8, toggle: bool) -> Result<(), Error>
pub fn set_mod(&self, category: u8, id: u8) -> Result<(), Error>
pub fn steering_angle(&self) -> Result<f32, Error>
pub fn horn_active(&self) -> Result<bool, Error>
pub fn acceleration_level(&self) -> Result<f32, Error>
pub fn brake_level(&self) -> Result<f32, Error>
source§impl BaseObjectWrapper<IVirtualEntity, WorldObject>
impl BaseObjectWrapper<IVirtualEntity, WorldObject>
§VirtualEntity implementation
sourcepub fn new(
group: BaseObjectContainer<IVirtualEntityGroup>,
pos: impl Into<Vector3>,
streaming_distance: u32
) -> Result<BaseObjectContainer<IVirtualEntity, WorldObject>, Error>
pub fn new( group: BaseObjectContainer<IVirtualEntityGroup>, pos: impl Into<Vector3>, streaming_distance: u32 ) -> Result<BaseObjectContainer<IVirtualEntity, WorldObject>, Error>
Creates new instance of VirtualEntity without initial stream synced meta. See virtual_entity::VirtualEntity::new_with_stream_meta if you want to create virtual entity with initial stream synced meta.
§Errors
When provided group
instance is invalid (destroyed).
§Examples
let group = altv::VirtualEntityGroup::new(10);
let entity = altv::VirtualEntity::new(
group.clone(),
altv::Vector3::new(0, 0, 72),
10,
)?;
sourcepub fn new_with_stream_meta(
group: BaseObjectContainer<IVirtualEntityGroup>,
pos: impl Into<Vector3>,
streaming_distance: u32,
stream_synced_meta: MValueHashMap<'_>
) -> Result<BaseObjectContainer<IVirtualEntity, WorldObject>, Error>
pub fn new_with_stream_meta( group: BaseObjectContainer<IVirtualEntityGroup>, pos: impl Into<Vector3>, streaming_distance: u32, stream_synced_meta: MValueHashMap<'_> ) -> Result<BaseObjectContainer<IVirtualEntity, WorldObject>, Error>
Creates new instance of VirtualEntity with initial stream synced meta.
§Errors
When provided group
instance is invalid (destroyed).
§Examples
let group = altv::VirtualEntityGroup::new(10);
let entity = altv::VirtualEntity::new_with_stream_meta(
group.clone(),
altv::Vector3::new(0, 0, 72),
10,
altv::MValueHashMap::new(
HashMap::from([("example".to_string(), &123 as altv::DynMValue)])
),
)?;