Expand description
Native bindings for the Open Multiplayer SDK.
Independent pure-Rust implementation of the binary ABI of the Open Multiplayer
server: vtables, layout of IComponent/ICore/ITimer, calling
conventions, and subobject offsets. No dependency on the original C++ libs
(robin_hood, glm, nonstd) — only the types sufficient to implement a
component’s lifecycle.
Offsets and slots were confirmed via disasm of Console.dll / Console.so
and omp-server.exe, not by guessing from the C++ headers.
Supports the two i686 ABIs used by the server:
- Itanium (Linux GCC) — calling convention
extern "C" - MSVC (Windows) — calling convention
extern "thiscall"for virtual methods,extern "C"(cdecl) for variadic
Modules§
- component
IComponentinterface from the Open Multiplayer SDK in pure Rust.- component_
api - High-level API for Open Multiplayer server components.
- containers
- The generic containers the open.mp headers pass across the ABI:
Pair,Span,HybridString, and therobin_hoodsets the pools and entities hand out. - core
- Bindings for the
ILoggerinterface ofICore(Open Multiplayer). - dispatch
IEventDispatcher<H>, for any handler typeH, and the macro that writes a handler.- events
- Pawn script events via
IEventDispatcher<PawnEventHandler>. - extensions
- Reading the extension map an
IExtensiblecarries. - generated
- Wrappers generated by
cargo xtask gen-omp— one module per interface listed inxtask/omp-wrappers.toml. Do not edit. - players
- Player events straight from the Open Multiplayer server.
- server
- Vtables for objects managed by the Open Multiplayer server.
- timers
- Bindings for the Open Multiplayer
ITimersComponentinterface. - types
- Primitive types for the Open Multiplayer ABI:
UID,SemanticVersion,StringView,Colour,Vector{2,3,4},ComponentType. - vehicles
- The Open Multiplayer vehicle component.
- vtable
- Helpers for accessing vtables (primary and secondary) of server-owned C++ objects.
- world
- World entities: objects and pickups.
Structs§
- Actor
Handler - Object the server calls through
ActorHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Actor
HandlerV Table ActorEventHandlerinServer/Components/Actors/actors.hpp.- Actor
Spawn Data ActorSpawnDatainServer/Components/Actors/actors.hpp.- Animation
Data AnimationDatainanim.hpp.- BanEntry
BanEntryinnetwork.hpp.- Class
Handler - Object the server calls through
ClassHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Class
HandlerV Table ClassEventHandlerinServer/Components/Classes/classes.hpp.- Colour
- RGBA color.
- Component
- A server component, typed by the interface it implements.
- Console
Command Sender Data ConsoleCommandSenderDatainServer/Components/Console/console.hpp.- Console
Handler - Object the server calls through
ConsoleHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Console
HandlerV Table ConsoleEventHandlerinServer/Components/Console/console.hpp.- Core
Handler - Object the server calls through
CoreHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Core
HandlerV Table CoreEventHandlerincore.hpp.- Event
Dispatcher IEventDispatcher<H>*— held by pointer only.- FlatSet
- A
robin_hoodflat set of pointers —FlatPtrHashSet<T>andFlatHashSet<T*>in the headers. Held by pointer only; read it withflat_set_entries. - GTAQuat
- A rotation, as
GTAQuatingtaquat.hppstores it: aglm::quat. - Gang
Zone Handler - Object the server calls through
GangZoneHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Gang
Zone HandlerV Table GangZoneEventHandlerinServer/Components/GangZones/gangzones.hpp.- Gang
Zone Pos - The rectangle a gang zone covers, as
GangZonePosdeclares it. - HTTP
Response Handler - Object the server calls through
HTTPResponseHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - HTTP
Response HandlerV Table HTTPResponseHandlerincore.hpp.- Hours
std::chrono::hours.- Hybrid
String HybridString<N>— open.mp’s ABI-stable string:Nbytes inline (terminator included), or a heap pointer past that.len_dynamicholds the length shifted left by one, and whether the string is on the heap in bit 0.- Hybrid
String Dynamic Storage HybridStringDynamicStorage— where aHybridStringtoo long for its inline buffer keeps its bytes, and how the owner frees them.- IActor
- Opaque handle for
IActor*. - IActors
Component - Opaque handle for
IActorsComponent*. - ICheckpoint
Data - Opaque handle for
ICheckpointData*. - ICheckpoints
Component - Opaque handle for
ICheckpointsComponent*. - IClass
- Opaque handle for
IClass*. - IClasses
Component - Opaque handle for
IClassesComponent*. - IComponent
List IComponentList*— list of loaded components. Received inon_init; use to query other components.- IComponentV
Table - Primary
IComponentvtable for the MSVC ABI (Windows). - IConfig
- Opaque handle for
IConfig*. - IConsole
Component - Opaque handle for
IConsoleComponent*. - ICore
ICore*— opaque pointer to the Open Multiplayer server core. Received inon_load; use only for caching or future queries.- ICustom
Models Component - Opaque handle for
ICustomModelsComponent*. - IDatabase
Connection - Opaque handle for
IDatabaseConnection*. - IDatabase
Result Set - Opaque handle for
IDatabaseResultSet*. - IDatabase
Result SetRow - Opaque handle for
IDatabaseResultSetRow*. - IDatabases
Component - Opaque handle for
IDatabasesComponent*. - IDialogs
Component - Opaque handle for
IDialogsComponent*. - IEarly
Config IEarlyConfig*— configuration during initialization.- IEvent
Dispatcher Pawn - Opaque handle for the server’s
IEventDispatcher<PawnEventHandler>*. - IGang
Zone - Opaque handle for
IGangZone*. - IGang
Zones Component - Opaque handle for
IGangZonesComponent*. - ILogger
ILogger*— server logging interface.- IMenu
- Opaque handle for
IMenu*. - IMenus
Component - Opaque handle for
IMenusComponent*. - INPC
- Opaque handle for
INPC*. - INPC
Component - Opaque handle for
INPCComponent*. - IObject
- Opaque handles for the objects a shot can hit, beyond the vehicle the
vehiclesmodule already defines. - IObjects
Component - Opaque handle for
IObjectsComponent*. - IPawn
Script - Opaque handle for the server’s
IPawnScript*. - IPickup
- Opaque handle for
IPickup*. - IPickups
Component - Opaque handle for
IPickupsComponent*. - IPlayer
- Opaque handle for the server’s
IPlayer*, as received by a handler. - IPlayer
Change Dispatcher - Opaque handle for
IEventDispatcher<PlayerChangeEventHandler>*. - IPlayer
Check Dispatcher - Opaque handle for
IEventDispatcher<PlayerCheckEventHandler>*. - IPlayer
Checkpoint Data - Opaque handle for
IPlayerCheckpointData*. - IPlayer
Class Data - Opaque handle for
IPlayerClassData*. - IPlayer
Click Dispatcher - Opaque handle for
IEventDispatcher<PlayerClickEventHandler>*. - IPlayer
Connect Dispatcher - Opaque handle for
IEventDispatcher<PlayerConnectEventHandler>*. - IPlayer
Console Data - Opaque handle for
IPlayerConsoleData*. - IPlayer
Custom Models Data - Opaque handle for
IPlayerCustomModelsData*. - IPlayer
Damage Dispatcher - Opaque handle for
IEventDispatcher<PlayerDamageEventHandler>*. - IPlayer
Dialog Data - Opaque handle for
IPlayerDialogData*. - IPlayer
Gang Zone Data - Opaque handle for
IPlayerGangZoneData*. - IPlayer
Menu Data - Opaque handle for
IPlayerMenuData*. - IPlayer
Object - See
IObject. - IPlayer
Object Data - Opaque handle for
IPlayerObjectData*. - IPlayer
Pickup Data - Opaque handle for
IPlayerPickupData*. - IPlayer
Pool - Opaque handle for the server’s
IPlayerPool*. - IPlayer
Recording Data - Opaque handle for
IPlayerRecordingData*. - IPlayer
Shot Dispatcher - Opaque handle for
IEventDispatcher<PlayerShotEventHandler>*. - IPlayer
Spawn Dispatcher - Opaque handle for
IEventDispatcher<PlayerSpawnEventHandler>*. - IPlayer
Stream Dispatcher - Opaque handle for
IEventDispatcher<PlayerStreamEventHandler>*. - IPlayer
Text Dispatcher - Opaque handle for
IEventDispatcher<PlayerTextEventHandler>*. - IPlayer
Text Draw - Opaque handle for
IPlayerTextDraw*. - IPlayer
Text Draw Data - Opaque handle for
IPlayerTextDrawData*. - IPlayer
Text Label - Opaque handle for
IPlayerTextLabel*. - IPlayer
Text Label Data - Opaque handle for
IPlayerTextLabelData*. - IPlayer
Update Dispatcher - Opaque handle for
IEventDispatcher<PlayerUpdateEventHandler>*. - IPlayer
Variable Data - Opaque handle for
IPlayerVariableData*. - IPlayer
Vehicle Data - Opaque handle for
IPlayerVehicleData*. - IRace
Checkpoint Data - Opaque handle for
IRaceCheckpointData*. - IRecordings
Component - Opaque handle for
IRecordingsComponent*. - IText
Draw - Opaque handle for
ITextDraw*. - IText
Draws Component - Opaque handle for
ITextDrawsComponent*. - IText
Label - Opaque handle for
ITextLabel*. - IText
Labels Component - Opaque handle for
ITextLabelsComponent*. - ITimer
- Opaque pointer to the server’s
ITimer— returned bycreate_timer. - ITimers
Component - Opaque pointer to the server’s
ITimersComponent. - IUID
ProviderV Table - Secondary
IUIDProvidervtable for the MSVC ABI (Windows). - IVariables
Component - Opaque handle for
IVariablesComponent*. - IVehicle
- Opaque handle for the server’s
IVehicle*. - IVehicle
Dispatcher - Opaque handle for
IEventDispatcher<VehicleEventHandler>*. - IVehicles
Component - Opaque handle for the server’s
IVehiclesComponent*. - LegacyDB
Result LegacyDBResultinServer/Components/Databases/databases.hpp.- Menu
Handler - Object the server calls through
MenuHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Menu
HandlerV Table MenuEventHandlerinServer/Components/Menus/menus.hpp.- Microseconds
std::chrono::microseconds.- Milliseconds
std::chrono::milliseconds.- Minutes
std::chrono::minutes.- NPCHandler
- Object the server calls through
NPCHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - NPCHandlerV
Table NPCEventHandlerinServer/Components/NPCs/npcs.hpp.- NetworkID
NetworkIDinnetwork.hpp.- Object
Attachment Data ObjectAttachmentDatainServer/Components/Objects/objects.hpp.- Object
Attachment Slot Data ObjectAttachmentSlotDatainServer/Components/Objects/objects.hpp.- Object
Handler - Object the server calls through
ObjectHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Object
HandlerV Table ObjectEventHandlerinServer/Components/Objects/objects.hpp.- Object
Material Data ObjectMaterialDatainServer/Components/Objects/objects.hpp.- Object
Material Data0_ 1 - An anonymous struct inside a mirrored struct.
- Object
Move Data ObjectMoveDatainServer/Components/Objects/objects.hpp.- OmpComponent
- Rust object with a layout compatible with Open Multiplayer’s
IComponent*. - Option
Enumerator Callback - Object the server calls through
OptionEnumeratorCallbackVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Option
Enumerator CallbackV Table OptionEnumeratorCallbackincore.hpp.- Pair
Pair<A, B>—std::pair, two fields in order. The same on both ABIs:std::pairof trivially copyable members travels by value like a struct.- Pawn
Component - Typed wrapper for the Open Multiplayer server’s
IPawnComponent. - Pawn
Event Handler - Rust object compatible with Open Multiplayer’s
PawnEventHandler*. - Pawn
Event HandlerV Table PawnEventHandlervtable for the MSVC ABI (Windows).- Peer
Address PeerAddressinnetwork.hpp.- Peer
Network Data PeerNetworkDatainnetwork.hpp.- Peer
Request Params PeerRequestParamsinnetwork.hpp.- Pickup
Handler - Object the server calls through
PickupHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Pickup
HandlerV Table PickupEventHandlerinServer/Components/Pickups/pickups.hpp.- Player
AimData PlayerAimDatainplayer.hpp.- Player
Animation Data PlayerAnimationDatainplayer.hpp.- Player
Bullet Data PlayerBulletData, passed by const reference — opaque here, since reading it means pinning another layout.- Player
Change Handler - Object the server calls through
PlayerChangeHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Change HandlerV Table PlayerChangeEventHandler.PlayerStateand the key masks arrive as plain integers.- Player
Check Handler - Object the server calls through
PlayerCheckHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Check HandlerV Table PlayerCheckEventHandler— the reply to a client check request.- Player
Checkpoint Handler - Object the server calls through
PlayerCheckpointHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Checkpoint HandlerV Table PlayerCheckpointEventHandlerinServer/Components/Checkpoints/checkpoints.hpp.- Player
Class PlayerClassinServer/Components/Classes/classes.hpp.- Player
Click Handler - Object the server calls through
PlayerClickHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Click HandlerV Table PlayerClickEventHandler.Vector3is passed by value, as the header declares it.- Player
Connect Handler - Object the server calls on player connection events.
- Player
Connect HandlerV Table PlayerConnectEventHandlervtable — MSVC ABI (thisin ECX).- Player
Damage Handler - Object the server calls through
PlayerDamageHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Damage HandlerV Table PlayerDamageEventHandler.killeris null when nobody killed the player, andpartis aBodyPartvalue.- Player
Dialog Handler - Object the server calls through
PlayerDialogHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Dialog HandlerV Table PlayerDialogEventHandlerinServer/Components/Dialogs/dialogs.hpp.- Player
KeyData PlayerKeyDatainplayer.hpp.- Player
Models Handler - Object the server calls through
PlayerModelsHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Models HandlerV Table PlayerModelsEventHandlerinServer/Components/CustomModels/custommodels.hpp.- Player
Pool Handler - Object the server calls through
PlayerPoolHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Pool HandlerV Table PoolEventHandler<IPlayer>inpool.hpp.- Player
Shot Handler - Object the server calls through
PlayerShotHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Shot HandlerV Table PlayerShotEventHandler— returningfalserejects the shot.bullet_datapoints at aPlayerBulletDatathe server owns.- Player
Spawn Handler - Object the server calls through
PlayerSpawnHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Spawn HandlerV Table PlayerSpawnEventHandler—onPlayerRequestSpawnreturningfalsedenies the spawn.- Player
Spectate Data PlayerSpectateDatainplayer.hpp.- Player
Stream Handler - Object the server calls through
PlayerStreamHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Stream HandlerV Table PlayerStreamEventHandler— a player entering or leaving another’s stream radius.- Player
Surfing Data PlayerSurfingDatainplayer.hpp.- Player
Text Handler - Object the server calls through
PlayerTextHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Text HandlerV Table PlayerTextEventHandler—onPlayerTextreturningfalseblocks the message;onPlayerCommandTextreturningtruemarks the command as handled.- Player
Update Handler - Object the server calls through
PlayerUpdateHandlerVTable. Layout: vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Player
Update HandlerV Table PlayerUpdateEventHandler— fires for every player on every server tick, so keep the body short. Returningfalsedrops the update.- Pool
Bounds - The range of ids a pool can hand out, as
IReadOnlyPool<T>::bounds()reports it: inclusive on both ends. - Seconds
std::chrono::seconds.- Semantic
Version - Semantic version major.minor.patch with pre-release support.
- Server
Component - Opaque handle for the
IComponent*returned by queryComponent. - Server
Component List - Opaque handle for the server’s
IComponentList*. - Server
Pawn Component - Opaque handle for the server’s
IPawnComponent*. - Span
Span<T>—nonstd::span, a pointer and a count, by value. The server reads or fillssizeelements atdata, so both must describe memory the caller owns for the call.- String
View - Non-owning string —
(pointer, length)pair, no\0terminator. - Text
Draw Handler - Object the server calls through
TextDrawHandlerVTable: the vtable pointer at offset 0, like any C++ object with virtuals. The server keeps the pointer, so it must outlive the registration. - Text
Draw HandlerV Table TextDrawEventHandlerinServer/Components/TextDraws/textdraws.hpp.- Text
Label Attachment Data TextLabelAttachmentDatainServer/Components/TextLabels/textlabels.hpp.- Time
Point TimePoint, astd::chrono::steady_clock::time_point: nanoseconds since an unspecified start, under both standard libraries.- Timer
HandlerV Table TimerTimeOutHandlervtable — MSVC ABI (thisin ECX).- Timer
Time OutHandler - Object the server will invoke on each timer timeout.
- Timers
Component - Typed wrapper for the Open Multiplayer server’s
ITimersComponent. - Vector2
- 2D vector.
- Vector3
- 3D vector — used for world positions in SA-MP/Open Multiplayer.
- Vector4
- 4D vector.
- Vehicle
Driver Sync Packet VehicleDriverSyncPacketinServer/Components/Vehicles/vehicles.hpp.- Vehicle
Handler - Object the server calls on vehicle events. The
*mut u8arguments areIPlayer*; casting them tosuper::players::IPlayeris the caller’s call, and keeps this module from depending on the player one. - Vehicle
HandlerV Table VehicleEventHandlervtable — MSVC ABI (thisin ECX).- Vehicle
Params VehicleParamsinServer/Components/Vehicles/vehicles.hpp.- Vehicle
Passenger Sync Packet VehiclePassengerSyncPacketinServer/Components/Vehicles/vehicles.hpp.- Vehicle
Spawn Data VehicleSpawnDatainServer/Components/Vehicles/vehicles.hpp.- Vehicle
Trailer Sync Packet VehicleTrailerSyncPacketinServer/Components/Vehicles/vehicles.hpp.- Vehicle
Unoccupied Sync Packet VehicleUnoccupiedSyncPacketinServer/Components/Vehicles/vehicles.hpp.- Weapon
Slot - One weapon slot of a spawn class (
WeaponSlotData). - Weapon
Slot Data WeaponSlotDatainplayer.hpp.- World
Time Point WorldTimePoint, astd::chrono::system_clock::time_point. The unit is the library’s: nanoseconds under libstdc++, 100-nanosecond ticks under Microsoft’s — henceWORLD_TICKS_PER_SECOND.
Enums§
- Component
Type - Component type.
- Disconnect
Reason - Why the server dropped a player (
PeerDisconnectReasoninnetwork.hpp). - LogLevel
- Open Multiplayer log level (corresponds to
LogLevelincore.hpp).
Constants§
- ACTORS_
COMPONENT_ UID - UID of the Open Multiplayer
Actorscomponent. - CHECKPOINTS_
COMPONENT_ UID CheckpointsComponent_UIDinServer/Components/Checkpoints/checkpoints.hpp.- CLASSES_
COMPONENT_ UID - UID of the Open Multiplayer
Classescomponent. - CONSOLE_
COMPONENT_ UID ConsoleComponent_UIDinServer/Components/Console/console.hpp.- CUSTOM_
MODELS_ COMPONENT_ UID ModelsComponent_UIDinServer/Components/CustomModels/custommodels.hpp.- DATABASES_
COMPONENT_ UID DatabasesComponent_UIDinServer/Components/Databases/databases.hpp.- DIALOGS_
COMPONENT_ UID DialogsComponent_UIDinServer/Components/Dialogs/dialogs.hpp.- GANGZONES_
COMPONENT_ UID - UID of the Open Multiplayer
GangZonescomponent. - MAX_
WEAPON_ SLOTS - How many weapon slots a spawn class carries (
MAX_WEAPON_SLOTS). - MENUS_
COMPONENT_ UID - UID of the Open Multiplayer
Menuscomponent. - NPCS_
COMPONENT_ UID NPCComponent_UIDinServer/Components/NPCs/npcs.hpp.- NUM_
AMX_ FUNCS - Number of AMX functions exported by
IPawnComponent(NUM_AMX_FUNCSin the SDK). - OBJECTS_
COMPONENT_ UID - UID of the Open Multiplayer
Objectscomponent. - PAWN_
COMPONENT_ UID - UID of the Open Multiplayer Pawn component (
PawnComponent_UIDin the SDK). - PICKUPS_
COMPONENT_ UID - UID of the Open Multiplayer
Pickupscomponent. - PLAYER_
CHECKPOINTS_ UID PlayerCheckpointData_UIDinServer/Components/Checkpoints/checkpoints.hpp.- PLAYER_
CLASSES_ UID PlayerClassData_UIDinServer/Components/Classes/classes.hpp.- PLAYER_
CONSOLE_ UID PlayerConsoleData_UIDinServer/Components/Console/console.hpp.- PLAYER_
DIALOGS_ UID DialogData_UIDinServer/Components/Dialogs/dialogs.hpp.- PLAYER_
GANGZONES_ UID GangZoneData_UIDinServer/Components/GangZones/gangzones.hpp.- PLAYER_
MENUS_ UID PlayerMenuData_UIDinServer/Components/Menus/menus.hpp.- PLAYER_
OBJECTS_ UID PlayerObjectData_UIDinServer/Components/Objects/objects.hpp.- PLAYER_
PICKUPS_ UID PickupData_UIDinServer/Components/Pickups/pickups.hpp.- PLAYER_
RECORDINGS_ UID RecordingData_UIDinServer/Components/Recordings/recordings.hpp.- PLAYER_
TEXTDRAWS_ UID PlayerTextDrawData_UIDinServer/Components/TextDraws/textdraws.hpp.- PLAYER_
TEXTLABELS_ UID PlayerTextLabelData_UIDinServer/Components/TextLabels/textlabels.hpp.- PLAYER_
VARIABLES_ UID PlayerVariableData_UIDinServer/Components/Variables/variables.hpp.- PLAYER_
VEHICLES_ UID SomePlayerData_UIDinServer/Components/Vehicles/vehicles.hpp.- RECORDINGS_
COMPONENT_ UID RecordingsComponent_UIDinServer/Components/Recordings/recordings.hpp.- TEXTDRAWS_
COMPONENT_ UID - UID of the Open Multiplayer
TextDrawscomponent. - TEXTLABELS_
COMPONENT_ UID - UID of the Open Multiplayer
TextLabelscomponent. - TIMERS_
COMPONENT_ UID - UID of the Open Multiplayer
Timerscomponent. - VARIABLES_
COMPONENT_ UID VariablesComponent_UIDinServer/Components/Variables/variables.hpp.- VEHICLES_
COMPONENT_ UID - UID of the Open Multiplayer
Vehiclescomponent. - WORLD_
TICKS_ PER_ SECOND - Ticks of a
WorldTimePointper second, on this target.
Traits§
- Component
Interface - A server interface reachable as a component, and the UID that finds it.
- OmpComponent
Handle - Trait implemented by typed wrappers for Open Multiplayer components.
Functions§
- actor_
animation ⚠ const AnimationData & IActor::getAnimation().- actor_
apply_ ⚠animation void IActor::applyAnimation(const AnimationData &).- actor_
clear_ ⚠animations void IActor::clearAnimations().- actor_
health ⚠ float IActor::getHealth().- actor_
is_ ⚠invulnerable bool IActor::isInvulnerable().- actor_
is_ ⚠streamed_ in_ for_ player bool IActor::isStreamedInForPlayer(const IPlayer &).- actor_
set_ ⚠health void IActor::setHealth(float).- actor_
set_ ⚠invulnerable void IActor::setInvulnerable(bool).- actor_
set_ ⚠skin void IActor::setSkin(int).- actor_
skin ⚠ int IActor::getSkin().- actor_
spawn_ ⚠data const ActorSpawnData & IActor::getSpawnData().- actor_
stream_ ⚠in_ for_ player void IActor::streamInForPlayer(IPlayer &).- actor_
stream_ ⚠out_ for_ player void IActor::streamOutForPlayer(IPlayer &).- actors_
event_ ⚠dispatcher IEventDispatcher<ActorEventHandler> & IActorsComponent::getEventDispatcher().- add_
event_ ⚠handler addEventHandler(handler, priority).falsemeans the handler was already registered, or the dispatcher is null.- add_
pawn_ ⚠event_ handler - Registers a Pawn event handler in the dispatcher.
- add_
player_ ⚠change_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠check_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠click_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠connect_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠damage_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠shot_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠spawn_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠stream_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠text_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
player_ ⚠update_ handler - Registers
handleron the dispatcher (addEventHandler, slot [0]). - add_
vehicle_ ⚠handler - Registers
handleron the vehicle dispatcher (addEventHandler, slot [0]). - all_
players ⚠ - Every player currently in the pool.
- as_
actors_ ⚠component Deprecated - Casts a component handle obtained by UID into the actors component.
- as_
classes_ ⚠component Deprecated - Casts a component handle obtained by UID into the classes component.
- as_
gangzones_ ⚠component Deprecated - Casts a component handle obtained by UID into the gang zones component.
- as_
menus_ ⚠component Deprecated - Casts a component handle obtained by UID into the menus component.
- as_
objects_ ⚠component Deprecated - Casts a component handle obtained by UID into the objects component.
- as_
pickups_ ⚠component Deprecated - Casts a component handle obtained by UID into the pickups component.
- as_
textdraws_ ⚠component Deprecated - Casts a component handle obtained by UID into the text draws component.
- as_
textlabels_ ⚠component Deprecated - Casts a component handle obtained by UID into the text labels component.
- as_
vehicles_ ⚠component Deprecated - Casts a component handle obtained by UID into the vehicles component.
- checkpoint_
disable ⚠ void ICheckpointDataBase::disable().- checkpoint_
enable ⚠ void ICheckpointDataBase::enable().- checkpoint_
is_ ⚠enabled bool ICheckpointDataBase::isEnabled().- checkpoint_
is_ ⚠player_ inside bool ICheckpointDataBase::isPlayerInside().- checkpoint_
position ⚠ Vector3 ICheckpointDataBase::getPosition().- checkpoint_
radius ⚠ float ICheckpointDataBase::getRadius().- checkpoint_
set_ ⚠player_ inside void ICheckpointDataBase::setPlayerInside(bool).- checkpoint_
set_ ⚠position void ICheckpointDataBase::setPosition(const Vector3 &).- checkpoint_
set_ ⚠radius void ICheckpointDataBase::setRadius(float).- checkpoints_
event_ ⚠dispatcher IEventDispatcher<PlayerCheckpointEventHandler> & ICheckpointsComponent::getEventDispatcher().- class_
class ⚠ const PlayerClass & IClass::getClass().- class_
set_ ⚠class void IClass::setClass(const PlayerClass &).- classes_
event_ ⚠dispatcher IEventDispatcher<ClassEventHandler> & IClassesComponent::getEventDispatcher().- comp_
component_ ⚠type - Safety
- comp_
on_ ⚠free - Safety
- comp_
on_ ⚠init - Safety
- comp_
on_ ⚠ready - Safety
- comp_
provide_ ⚠configuration - Safety
- comp_
supported_ ⚠version - Safety
- component_
name - Reads the component name by calling
componentName()([SLOT_COMPONENT_NAME] of theIComponentvtable). - component_
version - Reads the component version by calling
componentVersion()([SLOT_COMPONENT_VERSION] of theIComponentvtable). - config_
add_ ⚠ban void IConfig::addBan(const BanEntry &).- config_
ban ⚠ const BanEntry & IConfig::getBan(size_t).- config_
bans_ ⚠count size_t IConfig::getBansCount().- config_
bool ⚠ bool * IConfig::getBool(StringView).- config_
clear_ ⚠bans void IConfig::clearBans().- config_
enum_ ⚠options void IConfig::enumOptions(OptionEnumeratorCallback &).- config_
float ⚠ float * IConfig::getFloat(StringView).- config_
int ⚠ int * IConfig::getInt(StringView).- config_
is_ ⚠banned bool IConfig::isBanned(const BanEntry &).- config_
name_ ⚠from_ alias Pair<bool, StringView> IConfig::getNameFromAlias(StringView).- config_
reload_ ⚠bans void IConfig::reloadBans().- config_
remove_ ⚠ban void IConfig::removeBan(const BanEntry &).- config_
remove_ ⚠ban_ at void IConfig::removeBan(size_t).- config_
string ⚠ const StringView IConfig::getString(StringView).- config_
strings ⚠ size_t IConfig::getStrings(StringView, Span<StringView>).- config_
strings_ ⚠count size_t IConfig::getStringsCount(StringView).- config_
type ⚠ ConfigOptionType IConfig::getType(StringView).- config_
write_ ⚠bans void IConfig::writeBans().- console_
event_ ⚠dispatcher IEventDispatcher<ConsoleEventHandler> & IConsoleComponent::getEventDispatcher().- console_
send ⚠ void IConsoleComponent::send(StringView, const ConsoleCommandSenderData &).- console_
send_ ⚠message void IConsoleComponent::sendMessage(const ConsoleCommandSenderData &, StringView).- core_
config ⚠ IConfig & ICore::getConfig().- core_
connect_ ⚠bot void ICore::connectBot(StringView, StringView).- core_
event_ ⚠dispatcher IEventDispatcher<CoreEventHandler> & ICore::getEventDispatcher().- core_
gravity ⚠ float ICore::getGravity().- core_
log_ ⚠ln ICore::logLn(level, message)— writes a line with a log level.- core_
log_ ⚠ln_ u8 ICore::logLnU8(level, message)— UTF-8 variant oflogLn.- core_
network_ ⚠bit_ stream_ version int ICore::getNetworkBitStreamVersion().- core_
networks ⚠ const FlatPtrHashSet<INetwork> & ICore::getNetworks().- core_
players ⚠ IPlayerPool & ICore::getPlayers().- core_
print_ ⚠ln ICore::printLn(message)— writes a line to the server log.- core_
print_ ⚠ln_ u8 ICore::printLnU8(message)— UTF-8 variant ofprintLn.- core_
reload_ ⚠all void ICore::reloadAll().- core_
request_ ⚠http void ICore::requestHTTP(HTTPResponseHandler *, HTTPRequestType, StringView, StringView).- core_
request_ ⚠http4 void ICore::requestHTTP4(HTTPResponseHandler *, HTTPRequestType, StringView, StringView).- core_
reset_ ⚠all void ICore::resetAll().- core_
set_ ⚠data void ICore::setData(SettableCoreDataType, StringView).- core_
set_ ⚠gravity void ICore::setGravity(float).- core_
set_ ⚠thread_ sleep void ICore::setThreadSleep(Microseconds).- core_
set_ ⚠weather void ICore::setWeather(int).- core_
set_ ⚠world_ time void ICore::setWorldTime(Hours).- core_
sha256 ⚠ bool ICore::sha256(StringView, StringView, StaticArray<char, 64 + 1> &).- core_
tick_ ⚠count unsigned int ICore::getTickCount().- core_
tick_ ⚠rate unsigned int ICore::tickRate().- core_
use_ ⚠dyn_ ticks void ICore::useDynTicks(const bool).- core_
use_ ⚠stunt_ bonuses void ICore::useStuntBonuses(bool).- core_
version ⚠ SemanticVersion ICore::getVersion().- core_
version_ ⚠hash StringView ICore::getVersionHash().- core_
weapon_ ⚠name StringView ICore::getWeaponName(PlayerWeapon).- create_
actor ⚠ IActorsComponent::create(skin, pos, angle)— a static NPC-looking actor.- create_
class ⚠ IClassesComponent::create(skin, team, spawn, angle, weapons)— a spawn class, whatAddPlayerClasscreates on the script side.- create_
gangzone ⚠ IGangZonesComponent::create(pos).- create_
menu ⚠ IMenusComponent::create(title, position, columns, col1Width, col2Width).- create_
object ⚠ IObjectsComponent::create(modelID, position, rotation, drawDistance).- create_
pickup ⚠ IPickupsComponent::create(modelId, type, pos, virtualWorld, isStatic).- create_
repeating_ ⚠timer - Creates a repeating timer on the Open Multiplayer server.
- create_
textdraw ⚠ ITextDrawsComponent::create(position, text)— a global text draw.- create_
textlabel ⚠ ITextLabelsComponent::create(text, colour, pos, drawDist, vw, los)— a label everyone sees.- create_
vehicle ⚠ IVehiclesComponent::create(...)— spawns a vehicle.- custom_
models_ ⚠add_ custom_ model bool ICustomModelsComponent::addCustomModel(ModelType, int32_t, int32_t, StringView, StringView, int32_t, uint8_t, uint8_t).- custom_
models_ ⚠base_ model bool ICustomModelsComponent::getBaseModel(uint32_t &, uint32_t &).- custom_
models_ ⚠custom_ model_ path bool ICustomModelsComponent::getCustomModelPath(int32_t, StringView &, StringView &).- custom_
models_ ⚠event_ dispatcher IEventDispatcher<PlayerModelsEventHandler> & ICustomModelsComponent::getEventDispatcher().- custom_
models_ ⚠is_ valid_ custom_ model bool ICustomModelsComponent::isValidCustomModel(int32_t).- custom_
models_ ⚠model_ name_ from_ checksum StringView ICustomModelsComponent::getModelNameFromChecksum(uint32_t).- databases_
close ⚠ bool IDatabasesComponent::close(IDatabaseConnection &).- databases_
database_ ⚠connection_ by_ id IDatabaseConnection & IDatabasesComponent::getDatabaseConnectionByID(int).- databases_
database_ ⚠connection_ count std::size_t IDatabasesComponent::getDatabaseConnectionCount().- databases_
database_ ⚠result_ set_ by_ id IDatabaseResultSet & IDatabasesComponent::getDatabaseResultSetByID(int).- databases_
database_ ⚠result_ set_ count std::size_t IDatabasesComponent::getDatabaseResultSetCount().- databases_
free_ ⚠result_ set bool IDatabasesComponent::freeResultSet(IDatabaseResultSet &).- databases_
is_ ⚠database_ connection_ id_ valid bool IDatabasesComponent::isDatabaseConnectionIDValid(int).- databases_
is_ ⚠database_ result_ set_ id_ valid bool IDatabasesComponent::isDatabaseResultSetIDValid(int).- databases_
open ⚠ IDatabaseConnection * IDatabasesComponent::open(StringView, int).- db_
close ⚠ bool IDatabaseConnection::close().- db_
execute_ ⚠query IDatabaseResultSet * IDatabaseConnection::executeQuery(StringView).- db_
result_ ⚠field_ count std::size_t IDatabaseResultSet::getFieldCount().- db_
result_ ⚠field_ float double IDatabaseResultSet::getFieldFloat(std::size_t).- db_
result_ ⚠field_ float_ by_ name double IDatabaseResultSet::getFieldFloatByName(StringView).- db_
result_ ⚠field_ int long IDatabaseResultSet::getFieldInt(std::size_t).- db_
result_ ⚠field_ int_ by_ name long IDatabaseResultSet::getFieldIntByName(StringView).- db_
result_ ⚠field_ name StringView IDatabaseResultSet::getFieldName(std::size_t).- db_
result_ ⚠field_ string StringView IDatabaseResultSet::getFieldString(std::size_t).- db_
result_ ⚠field_ string_ by_ name StringView IDatabaseResultSet::getFieldStringByName(StringView).- db_
result_ ⚠is_ field_ name_ available bool IDatabaseResultSet::isFieldNameAvailable(StringView).- db_
result_ ⚠legacy_ db_ result LegacyDBResult & IDatabaseResultSet::getLegacyDBResult().- db_
result_ ⚠row_ count std::size_t IDatabaseResultSet::getRowCount().- db_
result_ ⚠select_ next_ row bool IDatabaseResultSet::selectNextRow().- db_
row_ ⚠field_ count std::size_t IDatabaseResultSetRow::getFieldCount().- db_
row_ ⚠field_ float double IDatabaseResultSetRow::getFieldFloat(std::size_t).- db_
row_ ⚠field_ float_ by_ name double IDatabaseResultSetRow::getFieldFloatByName(StringView).- db_
row_ ⚠field_ int long IDatabaseResultSetRow::getFieldInt(std::size_t).- db_
row_ ⚠field_ int_ by_ name long IDatabaseResultSetRow::getFieldIntByName(StringView).- db_
row_ ⚠field_ name StringView IDatabaseResultSetRow::getFieldName(std::size_t).- db_
row_ ⚠field_ string StringView IDatabaseResultSetRow::getFieldString(std::size_t).- db_
row_ ⚠field_ string_ by_ name StringView IDatabaseResultSetRow::getFieldStringByName(StringView).- db_
row_ ⚠is_ field_ name_ available bool IDatabaseResultSetRow::isFieldNameAvailable(StringView).- dialogs_
event_ ⚠dispatcher IEventDispatcher<PlayerDialogEventHandler> & IDialogsComponent::getEventDispatcher().- entity_
id ⚠ IEntity::getID()for any entity that carries the subobject — an object, a pickup, a vehicle or a player.- entity_
rotation ⚠ IEntity::getRotation()for any entity, asentity_idreaches it.- entity_
set_ ⚠rotation IEntity::setRotation(GTAQuat)for any entity, asentity_idreaches it.- event_
handler_ ⚠count count()— how many handlers are registered.- ext_
add_ ⚠extension - Safety
- ext_
destructor ⚠ - Scalar deleting destructor — no-op: cleanup is done via
free(). No explicit parameter: this in ECX, no args on the stack (avoidsret 4). - ext_
get_ ⚠extension - Safety
- ext_
remove_ ⚠extension_ ptr - Safety
- ext_
remove_ ⚠extension_ uid - Safety
- extension⚠
- The
IExtension*registered underuid, or null. - flat_
set_ ⚠entries - Every pointer the set holds, in table order.
- gangzone_
colour_ ⚠for_ player const Colour IBaseGangZone::getColourForPlayer(IPlayer &).- gangzone_
flash_ ⚠for_ player void IBaseGangZone::flashForPlayer(IPlayer &, const Colour &).- gangzone_
flashing_ ⚠colour_ for_ player const Colour IBaseGangZone::getFlashingColourForPlayer(IPlayer &).- gangzone_
hide_ ⚠for_ player void IBaseGangZone::hideForPlayer(IPlayer &).- gangzone_
is_ ⚠flashing_ for_ player bool IBaseGangZone::isFlashingForPlayer(const IPlayer &).- gangzone_
is_ ⚠player_ inside bool IBaseGangZone::isPlayerInside(const IPlayer &).- gangzone_
is_ ⚠shown_ for_ player bool IBaseGangZone::isShownForPlayer(const IPlayer &).- gangzone_
legacy_ ⚠player IPlayer * IBaseGangZone::getLegacyPlayer().- gangzone_
position ⚠ GangZonePos IBaseGangZone::getPosition().- gangzone_
set_ ⚠legacy_ player void IBaseGangZone::setLegacyPlayer(IPlayer *).- gangzone_
set_ ⚠position void IBaseGangZone::setPosition(const GangZonePos &).- gangzone_
show_ ⚠for_ player void IBaseGangZone::showForPlayer(IPlayer &, const Colour &).- gangzone_
shown_ ⚠for const FlatHashSet<IPlayer *> & IBaseGangZone::getShownFor().- gangzone_
stop_ ⚠flash_ for_ player void IBaseGangZone::stopFlashForPlayer(IPlayer &).- gangzones_
checking_ ⚠gang_ zones const FlatHashSet<IGangZone *> & IGangZonesComponent::getCheckingGangZones().- gangzones_
event_ ⚠dispatcher IEventDispatcher<GangZoneEventHandler> & IGangZonesComponent::getEventDispatcher().- gangzones_
from_ ⚠legacy_ id int IGangZonesComponent::fromLegacyID(int).- gangzones_
release_ ⚠legacy_ id void IGangZonesComponent::releaseLegacyID(int).- gangzones_
reserve_ ⚠legacy_ id int IGangZonesComponent::reserveLegacyID().- gangzones_
set_ ⚠legacy_ id void IGangZonesComponent::setLegacyID(int, int).- gangzones_
to_ ⚠legacy_ id int IGangZonesComponent::toLegacyID(int).- gangzones_
use_ ⚠gang_ zone_ check void IGangZonesComponent::useGangZoneCheck(IGangZone &, bool).- get_
amx_ ⚠from_ script - Extracts the
AMX*pointer from anIPawnScript*. - get_
amx_ ⚠functions - Gets the pointer to the AMX function table from the
IPawnComponent. - get_
pawn_ ⚠event_ dispatcher - Gets the Pawn event dispatcher from the
IPawnComponent. - kill_
timer ⚠ - Kills an active timer, stopping future fires.
- menu_
add_ ⚠cell int IMenu::addCell(StringView, MenuColumn).- menu_
cell ⚠ const StringView IMenu::getCell(MenuColumn, MenuRow).- menu_
column_ ⚠count int IMenu::getColumnCount().- menu_
column_ ⚠header const StringView IMenu::getColumnHeader(MenuColumn).- menu_
column_ ⚠widths Vector2 IMenu::getColumnWidths().- menu_
disable ⚠ void IMenu::disable().- menu_
disable_ ⚠row void IMenu::disableRow(MenuRow).- menu_
hide_ ⚠for_ player void IMenu::hideForPlayer(IPlayer &).- menu_
init_ ⚠for_ player void IMenu::initForPlayer(IPlayer &).- menu_
is_ ⚠enabled bool IMenu::isEnabled().- menu_
is_ ⚠row_ enabled bool IMenu::isRowEnabled(MenuRow).- menu_
position ⚠ const Vector2 & IMenu::getPosition().- menu_
row_ ⚠count int IMenu::getRowCount(MenuColumn).- menu_
set_ ⚠column_ header void IMenu::setColumnHeader(StringView, MenuColumn).- menu_
show_ ⚠for_ player void IMenu::showForPlayer(IPlayer &).- menus_
event_ ⚠dispatcher IEventDispatcher<MenuEventHandler> & IMenusComponent::getEventDispatcher().- npc_
aim_ ⚠at void INPC::aimAt(const Vector3 &, bool, int, bool, const Vector3 &, EntityCheckType).- npc_
aim_ ⚠at_ player void INPC::aimAtPlayer(IPlayer &, bool, int, bool, const Vector3 &, const Vector3 &, EntityCheckType).- npc_
ammo ⚠ int INPC::getAmmo().- npc_
ammo_ ⚠in_ clip int INPC::getAmmoInClip().- npc_
animation ⚠ void INPC::getAnimation(int &, float &, bool &, bool &, bool &, bool &, int &).- npc_
apply_ ⚠animation void INPC::applyAnimation(const AnimationData &).- npc_
armour ⚠ float INPC::getArmour().- npc_
change_ ⚠node uint16_t INPC::changeNode(int, uint16_t).- npc_
clear_ ⚠animations void INPC::clearAnimations().- npc_
current_ ⚠path_ id int INPC::getCurrentPathId().- npc_
current_ ⚠path_ point_ index int INPC::getCurrentPathPointIndex().- npc_
enable_ ⚠infinite_ ammo void INPC::enableInfiniteAmmo(bool).- npc_
enable_ ⚠reloading void INPC::enableReloading(bool).- npc_
enter_ ⚠vehicle void INPC::enterVehicle(IVehicle &, uint8_t, NPCMoveType).- npc_
entering_ ⚠vehicle IVehicle * INPC::getEnteringVehicle().- npc_
entering_ ⚠vehicle_ seat int INPC::getEnteringVehicleSeat().- npc_
exit_ ⚠vehicle void INPC::exitVehicle().- npc_
fighting_ ⚠style PlayerFightingStyle INPC::getFightingStyle().- npc_
health ⚠ float INPC::getHealth().- npc_
interior ⚠ unsigned int INPC::getInterior().- npc_
is_ ⚠aiming bool INPC::isAiming().- npc_
is_ ⚠aiming_ at_ player bool INPC::isAimingAtPlayer(IPlayer &).- npc_
is_ ⚠dead bool INPC::isDead().- npc_
is_ ⚠infinite_ ammo_ enabled bool INPC::isInfiniteAmmoEnabled().- npc_
is_ ⚠invulnerable bool INPC::isInvulnerable().- npc_
is_ ⚠melee_ attacking bool INPC::isMeleeAttacking().- npc_
is_ ⚠moving bool INPC::isMoving().- npc_
is_ ⚠moving_ by_ path bool INPC::isMovingByPath().- npc_
is_ ⚠moving_ to_ player bool INPC::isMovingToPlayer(IPlayer &).- npc_
is_ ⚠path_ paused bool INPC::isPathPaused().- npc_
is_ ⚠playback_ paused bool INPC::isPlaybackPaused().- npc_
is_ ⚠playing_ node bool INPC::isPlayingNode().- npc_
is_ ⚠playing_ node_ paused bool INPC::isPlayingNodePaused().- npc_
is_ ⚠playing_ playback bool INPC::isPlayingPlayback().- npc_
is_ ⚠reload_ enabled bool INPC::isReloadEnabled().- npc_
is_ ⚠reloading bool INPC::isReloading().- npc_
is_ ⚠shooting bool INPC::isShooting().- npc_
is_ ⚠streamed_ in_ for_ player bool INPC::isStreamedInForPlayer(const IPlayer &).- npc_
is_ ⚠vehicle_ siren_ used bool INPC::isVehicleSirenUsed().- npc_
keys ⚠ void INPC::getKeys(uint16_t &, uint16_t &, uint16_t &).- npc_
kill ⚠ void INPC::kill(IPlayer *, uint8_t).- npc_
melee_ ⚠attack void INPC::meleeAttack(int, bool).- npc_
move ⚠ bool INPC::move(Vector3, NPCMoveType, float, float).- npc_
move_ ⚠by_ path bool INPC::moveByPath(int, NPCMoveType, float, bool).- npc_
move_ ⚠to_ player bool INPC::moveToPlayer(IPlayer &, NPCMoveType, float, float, Milliseconds, bool).- npc_
pause_ ⚠path void INPC::pausePath().- npc_
pause_ ⚠playback void INPC::pausePlayback(bool).- npc_
pause_ ⚠playing_ node void INPC::pausePlayingNode().- npc_
play_ ⚠node bool INPC::playNode(int, NPCMoveType, float, float, bool).- npc_
player ⚠ IPlayer * INPC::getPlayer().- npc_
player_ ⚠aiming_ at IPlayer * INPC::getPlayerAimingAt().- npc_
player_ ⚠moving_ to IPlayer * INPC::getPlayerMovingTo().- npc_
position ⚠ Vector3 INPC::getPosition().- npc_
position_ ⚠moving_ to Vector3 INPC::getPositionMovingTo().- npc_
put_ ⚠in_ vehicle bool INPC::putInVehicle(IVehicle &, uint8_t).- npc_
remove_ ⚠from_ vehicle bool INPC::removeFromVehicle().- npc_
reset_ ⚠animation void INPC::resetAnimation().- npc_
reset_ ⚠surfing_ data void INPC::resetSurfingData().- npc_
respawn ⚠ void INPC::respawn().- npc_
resume_ ⚠path void INPC::resumePath().- npc_
resume_ ⚠playing_ node void INPC::resumePlayingNode().- npc_
rotation ⚠ GTAQuat INPC::getRotation().- npc_
set_ ⚠ammo void INPC::setAmmo(int).- npc_
set_ ⚠ammo_ in_ clip void INPC::setAmmoInClip(int).- npc_
set_ ⚠animation void INPC::setAnimation(int, float, bool, bool, bool, bool, int).- npc_
set_ ⚠armour void INPC::setArmour(float).- npc_
set_ ⚠fighting_ style void INPC::setFightingStyle(PlayerFightingStyle).- npc_
set_ ⚠health void INPC::setHealth(float).- npc_
set_ ⚠interior void INPC::setInterior(unsigned int).- npc_
set_ ⚠invulnerable void INPC::setInvulnerable(bool).- npc_
set_ ⚠keys void INPC::setKeys(uint16_t, uint16_t, uint16_t).- npc_
set_ ⚠position void INPC::setPosition(const Vector3 &, bool).- npc_
set_ ⚠rotation void INPC::setRotation(const GTAQuat &, bool).- npc_
set_ ⚠skin void INPC::setSkin(int).- npc_
set_ ⚠special_ action void INPC::setSpecialAction(PlayerSpecialAction).- npc_
set_ ⚠surfing_ data void INPC::setSurfingData(const PlayerSurfingData &).- npc_
set_ ⚠vehicle_ gear_ state void INPC::setVehicleGearState(int).- npc_
set_ ⚠vehicle_ health void INPC::setVehicleHealth(float).- npc_
set_ ⚠vehicle_ hydra_ thrusters void INPC::setVehicleHydraThrusters(int).- npc_
set_ ⚠vehicle_ train_ speed void INPC::setVehicleTrainSpeed(float).- npc_
set_ ⚠velocity void INPC::setVelocity(Vector3, bool).- npc_
set_ ⚠virtual_ world void INPC::setVirtualWorld(int).- npc_
set_ ⚠weapon void INPC::setWeapon(uint8_t).- npc_
set_ ⚠weapon_ accuracy void INPC::setWeaponAccuracy(uint8_t, float).- npc_
set_ ⚠weapon_ clip_ size void INPC::setWeaponClipSize(uint8_t, int).- npc_
set_ ⚠weapon_ reload_ time void INPC::setWeaponReloadTime(uint8_t, int).- npc_
set_ ⚠weapon_ shoot_ time void INPC::setWeaponShootTime(uint8_t, int).- npc_
set_ ⚠weapon_ skill_ level void INPC::setWeaponSkillLevel(PlayerWeaponSkill, int).- npc_
set_ ⚠weapon_ state void INPC::setWeaponState(PlayerWeaponState).- npc_
shoot ⚠ void INPC::shoot(int, PlayerBulletHitType, uint8_t, const Vector3 &, const Vector3 &, bool, EntityCheckType).- npc_
spawn ⚠ void INPC::spawn().- npc_
special_ ⚠action PlayerSpecialAction INPC::getSpecialAction().- npc_
start_ ⚠playback bool INPC::startPlayback(StringView, bool, const Vector3 &, const GTAQuat &).- npc_
start_ ⚠playback_ id bool INPC::startPlayback(int, bool, const Vector3 &, const GTAQuat &).- npc_
stop_ ⚠aim void INPC::stopAim().- npc_
stop_ ⚠melee_ attack void INPC::stopMeleeAttack().- npc_
stop_ ⚠move void INPC::stopMove().- npc_
stop_ ⚠path void INPC::stopPath().- npc_
stop_ ⚠playback void INPC::stopPlayback().- npc_
stop_ ⚠playing_ node void INPC::stopPlayingNode().- npc_
streamed_ ⚠for_ players const FlatPtrHashSet<IPlayer> & INPC::streamedForPlayers().- npc_
surfing_ ⚠data PlayerSurfingData INPC::getSurfingData().- npc_
update_ ⚠node_ point bool INPC::updateNodePoint(uint16_t).- npc_
use_ ⚠vehicle_ siren void INPC::useVehicleSiren(bool).- npc_
vehicle ⚠ IVehicle * INPC::getVehicle().- npc_
vehicle_ ⚠gear_ state int INPC::getVehicleGearState().- npc_
vehicle_ ⚠health float INPC::getVehicleHealth().- npc_
vehicle_ ⚠hydra_ thrusters int INPC::getVehicleHydraThrusters().- npc_
vehicle_ ⚠seat int INPC::getVehicleSeat().- npc_
vehicle_ ⚠train_ speed float INPC::getVehicleTrainSpeed().- npc_
velocity ⚠ Vector3 INPC::getVelocity().- npc_
virtual_ ⚠world int INPC::getVirtualWorld().- npc_
weapon ⚠ uint8_t INPC::getWeapon().- npc_
weapon_ ⚠accuracy float INPC::getWeaponAccuracy(uint8_t).- npc_
weapon_ ⚠actual_ clip_ size int INPC::getWeaponActualClipSize(uint8_t).- npc_
weapon_ ⚠actual_ reload_ time int INPC::getWeaponActualReloadTime(uint8_t).- npc_
weapon_ ⚠clip_ size int INPC::getWeaponClipSize(uint8_t).- npc_
weapon_ ⚠reload_ time int INPC::getWeaponReloadTime(uint8_t).- npc_
weapon_ ⚠shoot_ time int INPC::getWeaponShootTime(uint8_t).- npc_
weapon_ ⚠skill_ level int INPC::getWeaponSkillLevel(PlayerWeaponSkill).- npc_
weapon_ ⚠state PlayerWeaponState INPC::getWeaponState().- npcs_
add_ ⚠point_ to_ path bool INPCComponent::addPointToPath(int, const Vector3 &, float).- npcs_
clear_ ⚠path bool INPCComponent::clearPath(int).- npcs_
close_ ⚠node void INPCComponent::closeNode(int).- npcs_
create ⚠ INPC * INPCComponent::create(StringView).- npcs_
create_ ⚠path int INPCComponent::createPath().- npcs_
destroy ⚠ void INPCComponent::destroy(INPC &).- npcs_
destroy_ ⚠all_ paths void INPCComponent::destroyAllPaths().- npcs_
destroy_ ⚠path bool INPCComponent::destroyPath(int).- npcs_
event_ ⚠dispatcher IEventDispatcher<NPCEventHandler> & INPCComponent::getEventDispatcher().- npcs_
has_ ⚠path_ point_ in_ range bool INPCComponent::hasPathPointInRange(int, const Vector3 &, float).- npcs_
is_ ⚠node_ open bool INPCComponent::isNodeOpen(int).- npcs_
is_ ⚠valid_ path bool INPCComponent::isValidPath(int).- npcs_
is_ ⚠valid_ record bool INPCComponent::isValidRecord(int).- npcs_
load_ ⚠record int INPCComponent::loadRecord(StringView).- npcs_
node_ ⚠info bool INPCComponent::getNodeInfo(int, uint32_t &, uint32_t &, uint32_t &).- npcs_
node_ ⚠point_ count int INPCComponent::getNodePointCount(int).- npcs_
node_ ⚠point_ position bool INPCComponent::getNodePointPosition(int, Vector3 &).- npcs_
node_ ⚠type uint8_t INPCComponent::getNodeType(int).- npcs_
open_ ⚠node bool INPCComponent::openNode(int).- npcs_
path_ ⚠count size_t INPCComponent::getPathCount().- npcs_
path_ ⚠point bool INPCComponent::getPathPoint(int, size_t, Vector3 &, float &).- npcs_
path_ ⚠point_ count size_t INPCComponent::getPathPointCount(int).- npcs_
record_ ⚠count size_t INPCComponent::getRecordCount().- npcs_
remove_ ⚠point_ from_ path bool INPCComponent::removePointFromPath(int, size_t).- npcs_
set_ ⚠node_ point bool INPCComponent::setNodePoint(int, uint16_t).- npcs_
unload_ ⚠all_ records void INPCComponent::unloadAllRecords().- npcs_
unload_ ⚠record bool INPCComponent::unloadRecord(int).- object_
attach_ ⚠to_ object void IObject::attachToObject(IObject &, Vector3, Vector3, bool).- object_
attach_ ⚠to_ player void IObject::attachToPlayer(IPlayer &, Vector3, Vector3).- object_
attach_ ⚠to_ vehicle void IBaseObject::attachToVehicle(IVehicle &, Vector3, Vector3).- object_
attachment_ ⚠data const ObjectAttachmentData & IBaseObject::getAttachmentData().- object_
camera_ ⚠collision bool IBaseObject::getCameraCollision().- object_
draw_ ⚠distance float IBaseObject::getDrawDistance().- object_
is_ ⚠moving bool IBaseObject::isMoving().- object_
material_ ⚠data bool IBaseObject::getMaterialData(uint32_t, const ObjectMaterialData *&).- object_
model ⚠ int IBaseObject::getModel().- object_
move ⚠ void IBaseObject::move(const ObjectMoveData &).- object_
moving_ ⚠data const ObjectMoveData & IBaseObject::getMovingData().- object_
reset_ ⚠attachment void IBaseObject::resetAttachment().- object_
set_ ⚠camera_ collision void IBaseObject::setCameraCollision(bool).- object_
set_ ⚠draw_ distance void IBaseObject::setDrawDistance(float).- object_
set_ ⚠material void IBaseObject::setMaterial(uint32_t, int, StringView, StringView, Colour).- object_
set_ ⚠material_ text void IBaseObject::setMaterialText(uint32_t, StringView, ObjectMaterialSize, StringView, int, bool, Colour, Colour, ObjectMaterialTextAlign).- object_
set_ ⚠model void IBaseObject::setModel(int).- object_
stop ⚠ void IBaseObject::stop().- objects_
default_ ⚠camera_ collision bool IObjectsComponent::getDefaultCameraCollision().- objects_
event_ ⚠dispatcher IEventDispatcher<ObjectEventHandler> & IObjectsComponent::getEventDispatcher().- objects_
set_ ⚠default_ camera_ collision void IObjectsComponent::setDefaultCameraCollision(bool).- pickup_
is_ ⚠pickup_ hidden_ for_ player bool IBasePickup::isPickupHiddenForPlayer(IPlayer &).- pickup_
is_ ⚠streamed_ in_ for_ player bool IBasePickup::isStreamedInForPlayer(const IPlayer &).- pickup_
legacy_ ⚠player IPlayer * IBasePickup::getLegacyPlayer().- pickup_
model ⚠ int IBasePickup::getModel().- pickup_
set_ ⚠legacy_ player void IBasePickup::setLegacyPlayer(IPlayer *).- pickup_
set_ ⚠model void IBasePickup::setModel(int, bool).- pickup_
set_ ⚠pickup_ hidden_ for_ player void IBasePickup::setPickupHiddenForPlayer(IPlayer &, bool).- pickup_
set_ ⚠position_ no_ update void IBasePickup::setPositionNoUpdate(Vector3).- pickup_
set_ ⚠type void IBasePickup::setType(PickupType, bool).- pickup_
stream_ ⚠in_ for_ player void IBasePickup::streamInForPlayer(IPlayer &).- pickup_
stream_ ⚠out_ for_ player void IBasePickup::streamOutForPlayer(IPlayer &).- pickup_
type ⚠ PickupType IBasePickup::getType().- pickups_
event_ ⚠dispatcher IEventDispatcher<PickupEventHandler> & IPickupsComponent::getEventDispatcher().- pickups_
from_ ⚠legacy_ id int IPickupsComponent::fromLegacyID(int).- pickups_
release_ ⚠legacy_ id void IPickupsComponent::releaseLegacyID(int).- pickups_
reserve_ ⚠legacy_ id int IPickupsComponent::reserveLegacyID().- pickups_
set_ ⚠legacy_ id void IPickupsComponent::setLegacyID(int, int).- pickups_
to_ ⚠legacy_ id int IPickupsComponent::toLegacyID(int).- player_
action ⚠ PlayerSpecialAction IPlayer::getAction().- player_
aim_ ⚠data const PlayerAimData & IPlayer::getAimData().- player_
allow_ ⚠teleport void IPlayer::allowTeleport(bool).- player_
allow_ ⚠weapons void IPlayer::allowWeapons(bool).- player_
animation_ ⚠data PlayerAnimationData IPlayer::getAnimationData().- player_
apply_ ⚠animation void IPlayer::applyAnimation(const AnimationData &, PlayerAnimationSyncType).- player_
are_ ⚠weapons_ allowed bool IPlayer::areWeaponsAllowed().- player_
armed_ ⚠weapon uint32_t IPlayer::getArmedWeapon().- player_
armed_ ⚠weapon_ ammo uint32_t IPlayer::getArmedWeaponAmmo().- player_
armour ⚠ IPlayer::getArmour().- player_
attach_ ⚠camera_ to_ object void IPlayer::attachCameraToObject(IObject &).- player_
attach_ ⚠camera_ to_ player_ object void IPlayer::attachCameraToObject(IPlayerObject &).- player_
ban ⚠ void IPlayer::ban(StringView).- player_
broadcast_ ⚠packet_ to_ streamed void IPlayer::broadcastPacketToStreamed(Span<uint8_t>, int, bool).- player_
broadcast_ ⚠rpc_ to_ streamed void IPlayer::broadcastRPCToStreamed(int, Span<uint8_t>, int, bool).- player_
broadcast_ ⚠sync_ packet void IPlayer::broadcastSyncPacket(Span<uint8_t>, int).- player_
bullet_ ⚠data const PlayerBulletData & IPlayer::getBulletData().- player_
by_ ⚠id IReadOnlyPool<IPlayer>::get(int)— the player with that id, or null.- player_
camera_ ⚠look_ at Vector3 IPlayer::getCameraLookAt().- player_
camera_ ⚠position Vector3 IPlayer::getCameraPosition().- player_
camera_ ⚠target_ actor IActor * IPlayer::getCameraTargetActor().- player_
camera_ ⚠target_ object IObject * IPlayer::getCameraTargetObject().- player_
camera_ ⚠target_ player IPlayer * IPlayer::getCameraTargetPlayer().- player_
camera_ ⚠target_ vehicle IVehicle * IPlayer::getCameraTargetVehicle().- player_
change_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
check_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
checkpoints ⚠ - The player’s
IPlayerCheckpointData, or null when the component providing it is not loaded. - player_
checkpoints_ ⚠checkpoint ICheckpointData & IPlayerCheckpointData::getCheckpoint().- player_
checkpoints_ ⚠race_ checkpoint IRaceCheckpointData & IPlayerCheckpointData::getRaceCheckpoint().- player_
classes ⚠ - The player’s
IPlayerClassData, or null when the component providing it is not loaded. - player_
classes_ ⚠class const PlayerClass & IPlayerClassData::getClass().- player_
classes_ ⚠set_ spawn_ info void IPlayerClassData::setSpawnInfo(const PlayerClass &).- player_
classes_ ⚠spawn_ player void IPlayerClassData::spawnPlayer().- player_
clear_ ⚠animations void IPlayer::clearAnimations(PlayerAnimationSyncType).- player_
clear_ ⚠tasks void IPlayer::clearTasks(PlayerAnimationSyncType).- player_
click_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
client_ ⚠version ClientVersion IPlayer::getClientVersion().- player_
client_ ⚠version_ name StringView IPlayer::getClientVersionName().- player_
colour ⚠ const Colour & IPlayer::getColour().- player_
connect_ ⚠dispatcher IPlayerPool::getPlayerConnectDispatcher().- player_
console ⚠ - The player’s
IPlayerConsoleData, or null when the component providing it is not loaded. - player_
console_ ⚠has_ console_ access bool IPlayerConsoleData::hasConsoleAccess().- player_
console_ ⚠set_ console_ accessibility void IPlayerConsoleData::setConsoleAccessibility(bool).- player_
controllable ⚠ bool IPlayer::getControllable().- player_
create_ ⚠explosion void IPlayer::createExplosion(Vector3, int, float).- player_
custom_ ⚠models_ custom_ skin uint32_t IPlayerCustomModelsData::getCustomSkin().- player_
custom_ ⚠models_ send_ download_ url bool IPlayerCustomModelsData::sendDownloadUrl(StringView).- player_
custom_ ⚠models_ set_ custom_ skin void IPlayerCustomModelsData::setCustomSkin(const uint32_t).- player_
damage_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
default_ ⚠objects_ removed int IPlayer::getDefaultObjectsRemoved().- player_
dialogs ⚠ - The player’s
IPlayerDialogData, or null when the component providing it is not loaded. - player_
dialogs_ ⚠active_ id int IPlayerDialogData::getActiveID().- player_
dialogs_ ⚠get void IPlayerDialogData::get(int &, DialogStyle &, StringView &, StringView &, StringView &, StringView &).- player_
dialogs_ ⚠hide void IPlayerDialogData::hide(IPlayer &).- player_
dialogs_ ⚠show void IPlayerDialogData::show(IPlayer &, int, DialogStyle, StringView, StringView, StringView, StringView).- player_
drunk_ ⚠level int IPlayer::getDrunkLevel().- player_
extension ⚠ - The player’s extension registered under
uid, or null — what the C++ side’squeryExtension<T>()answers. - player_
fighting_ ⚠style PlayerFightingStyle IPlayer::getFightingStyle().- player_
force_ ⚠class_ selection void IPlayer::forceClassSelection().- player_
game_ ⚠text bool IPlayer::getGameText(int, StringView &, Milliseconds &, Milliseconds &).- player_
gangzones ⚠ - The player’s
IPlayerGangZoneData, or null when the component providing it is not loaded. - player_
gangzones_ ⚠from_ client_ id int IPlayerGangZoneData::fromClientID(int).- player_
gangzones_ ⚠from_ legacy_ id int IPlayerGangZoneData::fromLegacyID(int).- player_
gangzones_ ⚠release_ client_ id void IPlayerGangZoneData::releaseClientID(int).- player_
gangzones_ ⚠release_ legacy_ id void IPlayerGangZoneData::releaseLegacyID(int).- player_
gangzones_ ⚠reserve_ client_ id int IPlayerGangZoneData::reserveClientID().- player_
gangzones_ ⚠reserve_ legacy_ id int IPlayerGangZoneData::reserveLegacyID().- player_
gangzones_ ⚠set_ client_ id void IPlayerGangZoneData::setClientID(int, int).- player_
gangzones_ ⚠set_ legacy_ id void IPlayerGangZoneData::setLegacyID(int, int).- player_
gangzones_ ⚠to_ client_ id int IPlayerGangZoneData::toClientID(int).- player_
gangzones_ ⚠to_ legacy_ id int IPlayerGangZoneData::toLegacyID(int).- player_
give_ ⚠money IPlayer::giveMoney(int)— adds to what the player already has.- player_
give_ ⚠weapon void IPlayer::giveWeapon(WeaponSlotData).- player_
gravity ⚠ float IPlayer::getGravity().- player_
has_ ⚠camera_ targeting bool IPlayer::hasCameraTargeting().- player_
has_ ⚠clock bool IPlayer::hasClock().- player_
has_ ⚠game_ text bool IPlayer::hasGameText(int).- player_
has_ ⚠widescreen bool IPlayer::hasWidescreen().- player_
health ⚠ IPlayer::getHealth().- player_
hide_ ⚠game_ text void IPlayer::hideGameText(int).- player_
id ⚠ IEntity::getID()— the id Pawn scripts know this player by.- player_
interior ⚠ IPlayer::getInterior().- player_
interpolate_ ⚠camera_ look_ at void IPlayer::interpolateCameraLookAt(Vector3, Vector3, int, PlayerCameraCutType).- player_
interpolate_ ⚠camera_ position void IPlayer::interpolateCameraPosition(Vector3, Vector3, int, PlayerCameraCutType).- player_
is_ ⚠bot IPlayer::isBot()— whether this “player” is an NPC.- player_
is_ ⚠ghost_ mode_ enabled bool IPlayer::isGhostModeEnabled().- player_
is_ ⚠streamed_ in_ for_ player bool IPlayer::isStreamedInForPlayer(const IPlayer &).- player_
is_ ⚠teleport_ allowed bool IPlayer::isTeleportAllowed().- player_
is_ ⚠using_ official_ client bool IPlayer::isUsingOfficialClient().- player_
is_ ⚠using_ omp bool IPlayer::isUsingOmp().- player_
key_ ⚠data const PlayerKeyData & IPlayer::getKeyData().- player_
kick ⚠ - Calls
IPlayer::kick()— drops the player from the server. - player_
kick_ ⚠status bool IPlayer::getKickStatus().- player_
last_ ⚠played_ audio StringView IPlayer::lastPlayedAudio().- player_
last_ ⚠played_ sound uint32_t IPlayer::lastPlayedSound().- player_
menus ⚠ - The player’s
IPlayerMenuData, or null when the component providing it is not loaded. - player_
menus_ ⚠menu_ id uint8_t IPlayerMenuData::getMenuID().- player_
menus_ ⚠set_ menu_ id void IPlayerMenuData::setMenuID(uint8_t).- player_
money ⚠ IPlayer::getMoney().- player_
name ⚠ IPlayer::getName()— the player’s name, copied into aString.- player_
network_ ⚠data const PeerNetworkData & IPlayer::getNetworkData().- player_
object_ ⚠attach_ to_ object void IPlayerObject::attachToObject(IPlayerObject &, Vector3, Vector3).- player_
object_ ⚠attach_ to_ player void IPlayerObject::attachToPlayer(IPlayer &, Vector3, Vector3).- player_
object_ ⚠attach_ to_ vehicle void IBaseObject::attachToVehicle(IVehicle &, Vector3, Vector3).- player_
object_ ⚠attachment_ data const ObjectAttachmentData & IBaseObject::getAttachmentData().- player_
object_ ⚠camera_ collision bool IBaseObject::getCameraCollision().- player_
object_ ⚠draw_ distance float IBaseObject::getDrawDistance().- player_
object_ ⚠is_ moving bool IBaseObject::isMoving().- player_
object_ ⚠material_ data bool IBaseObject::getMaterialData(uint32_t, const ObjectMaterialData *&).- player_
object_ ⚠model int IBaseObject::getModel().- player_
object_ ⚠move void IBaseObject::move(const ObjectMoveData &).- player_
object_ ⚠moving_ data const ObjectMoveData & IBaseObject::getMovingData().- player_
object_ ⚠reset_ attachment void IBaseObject::resetAttachment().- player_
object_ ⚠set_ camera_ collision void IBaseObject::setCameraCollision(bool).- player_
object_ ⚠set_ draw_ distance void IBaseObject::setDrawDistance(float).- player_
object_ ⚠set_ material void IBaseObject::setMaterial(uint32_t, int, StringView, StringView, Colour).- player_
object_ ⚠set_ material_ text void IBaseObject::setMaterialText(uint32_t, StringView, ObjectMaterialSize, StringView, int, bool, Colour, Colour, ObjectMaterialTextAlign).- player_
object_ ⚠set_ model void IBaseObject::setModel(int).- player_
object_ ⚠stop void IBaseObject::stop().- player_
objects ⚠ - The player’s
IPlayerObjectData, or null when the component providing it is not loaded. - player_
objects_ ⚠attached_ object const ObjectAttachmentSlotData & IPlayerObjectData::getAttachedObject(int).- player_
objects_ ⚠begin_ editing void IPlayerObjectData::beginEditing(IObject &).- player_
objects_ ⚠begin_ editing_ player_ object void IPlayerObjectData::beginEditing(IPlayerObject &).- player_
objects_ ⚠begin_ selecting void IPlayerObjectData::beginSelecting().- player_
objects_ ⚠create IPlayerObject * IPlayerObjectData::create(int, Vector3, Vector3, float).- player_
objects_ ⚠edit_ attached_ object void IPlayerObjectData::editAttachedObject(int).- player_
objects_ ⚠editing_ object bool IPlayerObjectData::editingObject().- player_
objects_ ⚠end_ editing void IPlayerObjectData::endEditing().- player_
objects_ ⚠has_ attached_ object bool IPlayerObjectData::hasAttachedObject(int).- player_
objects_ ⚠remove_ attached_ object void IPlayerObjectData::removeAttachedObject(int).- player_
objects_ ⚠selecting_ object bool IPlayerObjectData::selectingObject().- player_
objects_ ⚠set_ attached_ object void IPlayerObjectData::setAttachedObject(int, const ObjectAttachmentSlotData &).- player_
other_ ⚠colour bool IPlayer::getOtherColour(IPlayer &, Colour &).- player_
pickups ⚠ - The player’s
IPlayerPickupData, or null when the component providing it is not loaded. - player_
pickups_ ⚠from_ client_ id int IPlayerPickupData::fromClientID(int).- player_
pickups_ ⚠from_ legacy_ id int IPlayerPickupData::fromLegacyID(int).- player_
pickups_ ⚠release_ client_ id void IPlayerPickupData::releaseClientID(int).- player_
pickups_ ⚠release_ legacy_ id void IPlayerPickupData::releaseLegacyID(int).- player_
pickups_ ⚠reserve_ client_ id int IPlayerPickupData::reserveClientID().- player_
pickups_ ⚠reserve_ legacy_ id int IPlayerPickupData::reserveLegacyID().- player_
pickups_ ⚠set_ client_ id void IPlayerPickupData::setClientID(int, int).- player_
pickups_ ⚠set_ legacy_ id void IPlayerPickupData::setLegacyID(int, int).- player_
pickups_ ⚠to_ client_ id int IPlayerPickupData::toClientID(int).- player_
pickups_ ⚠to_ legacy_ id int IPlayerPickupData::toLegacyID(int).- player_
play_ ⚠audio void IPlayer::playAudio(StringView, bool, Vector3, float).- player_
play_ ⚠sound void IPlayer::playSound(uint32_t, Vector3).- player_
player_ ⚠crime_ report bool IPlayer::playerCrimeReport(IPlayer &, int).- player_
pool ⚠ ICore::getPlayers()— the server’s player pool.- player_
position ⚠ IEntity::getPosition()— where the player is.- player_
recordings ⚠ - The player’s
IPlayerRecordingData, or null when the component providing it is not loaded. - player_
recordings_ ⚠start void IPlayerRecordingData::start(PlayerRecordingType, StringView).- player_
recordings_ ⚠stop void IPlayerRecordingData::stop().- player_
remove_ ⚠default_ objects void IPlayer::removeDefaultObjects(unsigned int, Vector3, float).- player_
remove_ ⚠from_ vehicle void IPlayer::removeFromVehicle(bool).- player_
remove_ ⚠weapon void IPlayer::removeWeapon(uint8_t).- player_
reset_ ⚠money void IPlayer::resetMoney().- player_
reset_ ⚠weapons void IPlayer::resetWeapons().- player_
score ⚠ IPlayer::getScore().- player_
send_ ⚠chat_ message void IPlayer::sendChatMessage(IPlayer &, StringView).- player_
send_ ⚠client_ check void IPlayer::sendClientCheck(int, int, int, int).- player_
send_ ⚠client_ message void IPlayer::sendClientMessage(const Colour &, StringView).- player_
send_ ⚠command void IPlayer::sendCommand(StringView).- player_
send_ ⚠death_ message void IPlayer::sendDeathMessage(IPlayer &, IPlayer *, int).- player_
send_ ⚠empty_ death_ message void IPlayer::sendEmptyDeathMessage().- player_
send_ ⚠game_ text void IPlayer::sendGameText(StringView, Milliseconds, int).- player_
send_ ⚠message IPlayer::sendClientMessage(const Colour&, StringView)— a chat line for this player only.- player_
serial ⚠ StringView IPlayer::getSerial().- player_
set_ ⚠action void IPlayer::setAction(PlayerSpecialAction).- player_
set_ ⚠armed_ weapon void IPlayer::setArmedWeapon(uint32_t).- player_
set_ ⚠armour IPlayer::setArmour(float).- player_
set_ ⚠camera_ behind void IPlayer::setCameraBehind().- player_
set_ ⚠camera_ look_ at void IPlayer::setCameraLookAt(Vector3, int).- player_
set_ ⚠camera_ position void IPlayer::setCameraPosition(Vector3).- player_
set_ ⚠chat_ bubble void IPlayer::setChatBubble(StringView, const Colour &, float, Milliseconds).- player_
set_ ⚠colour void IPlayer::setColour(Colour).- player_
set_ ⚠controllable IPlayer::setControllable(bool)—falsefreezes the player.- player_
set_ ⚠drunk_ level IPlayer::setDrunkLevel(int).- player_
set_ ⚠fighting_ style void IPlayer::setFightingStyle(PlayerFightingStyle).- player_
set_ ⚠gravity void IPlayer::setGravity(float).- player_
set_ ⚠health IPlayer::setHealth(float).- player_
set_ ⚠interior IPlayer::setInterior(unsigned).- player_
set_ ⚠map_ icon void IPlayer::setMapIcon(int, Vector3, int, Colour, MapIconStyle).- player_
set_ ⚠money IPlayer::setMoney(int).- player_
set_ ⚠name EPlayerNameStatus IPlayer::setName(StringView).- player_
set_ ⚠other_ colour void IPlayer::setOtherColour(IPlayer &, Colour).- player_
set_ ⚠position IEntity::setPosition(Vector3)— teleports the player.- player_
set_ ⚠position_ find_ z void IPlayer::setPositionFindZ(Vector3).- player_
set_ ⚠remote_ vehicle_ collisions void IPlayer::setRemoteVehicleCollisions(bool).- player_
set_ ⚠score IPlayer::setScore(int).- player_
set_ ⚠shop_ name void IPlayer::setShopName(StringView).- player_
set_ ⚠skill_ level void IPlayer::setSkillLevel(PlayerWeaponSkill, int).- player_
set_ ⚠skin IPlayer::setSkin(int, bool)—sendasks the server to tell the other players about the change, which is what a script normally wants.- player_
set_ ⚠spectating void IPlayer::setSpectating(bool).- player_
set_ ⚠team IPlayer::setTeam(int).- player_
set_ ⚠time void IPlayer::setTime(Hours, Minutes).- player_
set_ ⚠transform void IPlayer::setTransform(GTAQuat).- player_
set_ ⚠velocity void IPlayer::setVelocity(Vector3).- player_
set_ ⚠virtual_ world IEntity::setVirtualWorld(int).- player_
set_ ⚠wanted_ level IPlayer::setWantedLevel(unsigned)— zero to six, as the game shows.- player_
set_ ⚠weapon_ ammo void IPlayer::setWeaponAmmo(WeaponSlotData).- player_
set_ ⚠weather IPlayer::setWeather(int)— for this player alone.- player_
set_ ⚠world_ bounds void IPlayer::setWorldBounds(Vector4).- player_
set_ ⚠world_ time void IPlayer::setWorldTime(Hours).- player_
shop_ ⚠name StringView IPlayer::getShopName().- player_
shot_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
skill_ ⚠levels const StaticArray<uint16_t, NUM_SKILL_LEVELS> & IPlayer::getSkillLevels().- player_
skin ⚠ IPlayer::getSkin().- player_
spawn ⚠ void IPlayer::spawn().- player_
spawn_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
spectate_ ⚠data const PlayerSpectateData & IPlayer::getSpectateData().- player_
spectate_ ⚠player void IPlayer::spectatePlayer(IPlayer &, PlayerSpectateMode).- player_
spectate_ ⚠vehicle void IPlayer::spectateVehicle(IVehicle &, PlayerSpectateMode).- player_
state ⚠ PlayerState IPlayer::getState().- player_
stop_ ⚠audio void IPlayer::stopAudio().- player_
stream_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
stream_ ⚠in_ for_ player void IPlayer::streamInForPlayer(IPlayer &).- player_
stream_ ⚠out_ for_ player void IPlayer::streamOutForPlayer(IPlayer &).- player_
streamed_ ⚠for_ players const FlatPtrHashSet<IPlayer> & IPlayer::streamedForPlayers().- player_
surfing_ ⚠data PlayerSurfingData IPlayer::getSurfingData().- player_
target_ ⚠actor IActor * IPlayer::getTargetActor().- player_
target_ ⚠player IPlayer * IPlayer::getTargetPlayer().- player_
team ⚠ IPlayer::getTeam().- player_
text_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
textdraw_ ⚠alignment TextDrawAlignmentTypes ITextDrawBase::getAlignment().- player_
textdraw_ ⚠background_ colour Colour ITextDrawBase::getBackgroundColour().- player_
textdraw_ ⚠box_ colour Colour ITextDrawBase::getBoxColour().- player_
textdraw_ ⚠has_ box bool ITextDrawBase::hasBox().- player_
textdraw_ ⚠hide void IPlayerTextDraw::hide().- player_
textdraw_ ⚠is_ proportional bool ITextDrawBase::isProportional().- player_
textdraw_ ⚠is_ selectable bool ITextDrawBase::isSelectable().- player_
textdraw_ ⚠is_ shown bool IPlayerTextDraw::isShown().- player_
textdraw_ ⚠letter_ colour Colour ITextDrawBase::getLetterColour().- player_
textdraw_ ⚠letter_ size Vector2 ITextDrawBase::getLetterSize().- player_
textdraw_ ⚠outline int ITextDrawBase::getOutline().- player_
textdraw_ ⚠position Vector2 ITextDrawBase::getPosition().- player_
textdraw_ ⚠preview_ model int ITextDrawBase::getPreviewModel().- player_
textdraw_ ⚠preview_ rotation Vector3 ITextDrawBase::getPreviewRotation().- player_
textdraw_ ⚠preview_ vehicle_ colour Pair<int, int> ITextDrawBase::getPreviewVehicleColour().- player_
textdraw_ ⚠preview_ zoom float ITextDrawBase::getPreviewZoom().- player_
textdraw_ ⚠restream void ITextDrawBase::restream().- player_
textdraw_ ⚠set_ alignment ITextDrawBase & ITextDrawBase::setAlignment(TextDrawAlignmentTypes).- player_
textdraw_ ⚠set_ background_ colour ITextDrawBase & ITextDrawBase::setBackgroundColour(Colour).- player_
textdraw_ ⚠set_ box_ colour ITextDrawBase & ITextDrawBase::setBoxColour(Colour).- player_
textdraw_ ⚠set_ colour ITextDrawBase & ITextDrawBase::setColour(Colour).- player_
textdraw_ ⚠set_ letter_ size ITextDrawBase & ITextDrawBase::setLetterSize(Vector2).- player_
textdraw_ ⚠set_ outline ITextDrawBase & ITextDrawBase::setOutline(int).- player_
textdraw_ ⚠set_ position ITextDrawBase & ITextDrawBase::setPosition(Vector2).- player_
textdraw_ ⚠set_ preview_ model ITextDrawBase & ITextDrawBase::setPreviewModel(int).- player_
textdraw_ ⚠set_ preview_ rotation ITextDrawBase & ITextDrawBase::setPreviewRotation(Vector3).- player_
textdraw_ ⚠set_ preview_ vehicle_ colour ITextDrawBase & ITextDrawBase::setPreviewVehicleColour(int, int).- player_
textdraw_ ⚠set_ preview_ zoom ITextDrawBase & ITextDrawBase::setPreviewZoom(float).- player_
textdraw_ ⚠set_ proportional ITextDrawBase & ITextDrawBase::setProportional(bool).- player_
textdraw_ ⚠set_ selectable ITextDrawBase & ITextDrawBase::setSelectable(bool).- player_
textdraw_ ⚠set_ shadow ITextDrawBase & ITextDrawBase::setShadow(int).- player_
textdraw_ ⚠set_ style ITextDrawBase & ITextDrawBase::setStyle(TextDrawStyle).- player_
textdraw_ ⚠set_ text void ITextDrawBase::setText(StringView).- player_
textdraw_ ⚠set_ text_ size ITextDrawBase & ITextDrawBase::setTextSize(Vector2).- player_
textdraw_ ⚠shadow int ITextDrawBase::getShadow().- player_
textdraw_ ⚠show void IPlayerTextDraw::show().- player_
textdraw_ ⚠style TextDrawStyle ITextDrawBase::getStyle().- player_
textdraw_ ⚠text StringView ITextDrawBase::getText().- player_
textdraw_ ⚠text_ size Vector2 ITextDrawBase::getTextSize().- player_
textdraw_ ⚠use_ box ITextDrawBase & ITextDrawBase::useBox(bool).- player_
textdraws ⚠ - The player’s
IPlayerTextDrawData, or null when the component providing it is not loaded. - player_
textdraws_ ⚠begin_ selection void IPlayerTextDrawData::beginSelection(Colour).- player_
textdraws_ ⚠create IPlayerTextDraw * IPlayerTextDrawData::create(Vector2, StringView).- player_
textdraws_ ⚠create_ preview IPlayerTextDraw * IPlayerTextDrawData::create(Vector2, int).- player_
textdraws_ ⚠end_ selection void IPlayerTextDrawData::endSelection().- player_
textdraws_ ⚠is_ selecting bool IPlayerTextDrawData::isSelecting().- player_
textlabel_ ⚠attach_ to_ player void ITextLabelBase::attachToPlayer(IPlayer &, Vector3).- player_
textlabel_ ⚠attach_ to_ vehicle void ITextLabelBase::attachToVehicle(IVehicle &, Vector3).- player_
textlabel_ ⚠attachment_ data const TextLabelAttachmentData & ITextLabelBase::getAttachmentData().- player_
textlabel_ ⚠colour Colour ITextLabelBase::getColour().- player_
textlabel_ ⚠detach_ from_ player void ITextLabelBase::detachFromPlayer(Vector3).- player_
textlabel_ ⚠detach_ from_ vehicle void ITextLabelBase::detachFromVehicle(Vector3).- player_
textlabel_ ⚠draw_ distance float ITextLabelBase::getDrawDistance().- player_
textlabel_ ⚠set_ colour void ITextLabelBase::setColour(Colour).- player_
textlabel_ ⚠set_ colour_ and_ text void ITextLabelBase::setColourAndText(Colour, StringView).- player_
textlabel_ ⚠set_ draw_ distance void ITextLabelBase::setDrawDistance(float).- player_
textlabel_ ⚠set_ test_ los void ITextLabelBase::setTestLOS(bool).- player_
textlabel_ ⚠set_ text void ITextLabelBase::setText(StringView).- player_
textlabel_ ⚠test_ los bool ITextLabelBase::getTestLOS().- player_
textlabel_ ⚠text StringView ITextLabelBase::getText().- player_
textlabels ⚠ - The player’s
IPlayerTextLabelData, or null when the component providing it is not loaded. - player_
textlabels_ ⚠create IPlayerTextLabel * IPlayerTextLabelData::create(StringView, Colour, Vector3, float, bool).- player_
textlabels_ ⚠create_ on_ player IPlayerTextLabel * IPlayerTextLabelData::create(StringView, Colour, Vector3, float, bool, IPlayer &).- player_
textlabels_ ⚠create_ on_ vehicle IPlayerTextLabel * IPlayerTextLabelData::create(StringView, Colour, Vector3, float, bool, IVehicle &).- player_
time ⚠ Pair<Hours, Minutes> IPlayer::getTime().- player_
toggle_ ⚠ghost_ mode void IPlayer::toggleGhostMode(bool).- player_
toggle_ ⚠other_ name_ tag void IPlayer::toggleOtherNameTag(IPlayer &, bool).- player_
unset_ ⚠map_ icon void IPlayer::unsetMapIcon(int).- player_
update_ ⚠dispatcher - The pool’s dispatcher for this event group.
- player_
use_ ⚠camera_ targeting void IPlayer::useCameraTargeting(bool).- player_
use_ ⚠clock void IPlayer::useClock(bool).- player_
use_ ⚠stunt_ bonuses void IPlayer::useStuntBonuses(bool).- player_
use_ ⚠widescreen void IPlayer::useWidescreen(bool).- player_
variables ⚠ - The player’s
IPlayerVariableData, or null when the component providing it is not loaded. - player_
vehicles ⚠ - The player’s
IPlayerVehicleData, or null when the component providing it is not loaded. - player_
vehicles_ ⚠is_ cuffed bool IPlayerVehicleData::isCuffed().- player_
vehicles_ ⚠is_ in_ drive_ by_ mode bool IPlayerVehicleData::isInDriveByMode().- player_
vehicles_ ⚠is_ in_ mod_ shop bool IPlayerVehicleData::isInModShop().- player_
vehicles_ ⚠reset_ vehicle void IPlayerVehicleData::resetVehicle().- player_
vehicles_ ⚠seat int IPlayerVehicleData::getSeat().- player_
vehicles_ ⚠vehicle IVehicle * IPlayerVehicleData::getVehicle().- player_
velocity ⚠ Vector3 IPlayer::getVelocity().- player_
virtual_ ⚠world IEntity::getVirtualWorld().- player_
wanted_ ⚠level IPlayer::getWantedLevel().- player_
weapon_ ⚠slot WeaponSlotData IPlayer::getWeaponSlot(int).- player_
weapons ⚠ const WeaponSlots & IPlayer::getWeapons().- player_
weather ⚠ int IPlayer::getWeather().- player_
world_ ⚠bounds Vector4 IPlayer::getWorldBounds().- players_
allow_ ⚠nick_ name_ character void IPlayerPool::allowNickNameCharacter(char, bool).- players_
bots ⚠ const FlatPtrHashSet<IPlayer> & IPlayerPool::bots().- players_
broadcast_ ⚠packet void IPlayerPool::broadcastPacket(Span<uint8_t>, int, const IPlayer *, bool).- players_
broadcast_ ⚠rpc void IPlayerPool::broadcastRPC(int, Span<uint8_t>, int, const IPlayer *, bool).- players_
create_ ⚠explosion_ for_ all void IPlayerPool::createExplosionForAll(Vector3, int, float).- players_
default_ ⚠colour Colour IPlayerPool::getDefaultColour(int).- players_
entries ⚠ const FlatPtrHashSet<IPlayer> & IPlayerPool::entries().- players_
hide_ ⚠game_ text_ for_ all void IPlayerPool::hideGameTextForAll(int).- players_
is_ ⚠name_ taken bool IPlayerPool::isNameTaken(StringView, const IPlayer *).- players_
is_ ⚠name_ valid bool IPlayerPool::isNameValid(StringView).- players_
is_ ⚠nick_ name_ character_ allowed bool IPlayerPool::isNickNameCharacterAllowed(char).- players_
players ⚠ const FlatPtrHashSet<IPlayer> & IPlayerPool::players().- players_
pool_ ⚠event_ dispatcher IEventDispatcher<PoolEventHandler<IPlayer>> & IPlayerPool::getPoolEventDispatcher().- players_
request_ ⚠player Pair<NewConnectionResult, IPlayer *> IPlayerPool::requestPlayer(const PeerNetworkData &, const PeerRequestParams &).- players_
send_ ⚠chat_ message_ to_ all void IPlayerPool::sendChatMessageToAll(IPlayer &, StringView).- players_
send_ ⚠client_ message_ to_ all void IPlayerPool::sendClientMessageToAll(const Colour &, StringView).- players_
send_ ⚠death_ message_ to_ all void IPlayerPool::sendDeathMessageToAll(IPlayer *, IPlayer &, int).- players_
send_ ⚠empty_ death_ message_ to_ all void IPlayerPool::sendEmptyDeathMessageToAll().- players_
send_ ⚠game_ text_ to_ all void IPlayerPool::sendGameTextToAll(StringView, Milliseconds, int).- pool_
bounds ⚠ IReadOnlyPool<T>::bounds()for any pool, given the offset of its subobject.- query_
component ⚠ - Queries a component by UID in the list provided by the server.
- query_
timers_ ⚠component - Queries
ITimersComponentin the server’s component list. - race_
checkpoint_ ⚠disable void ICheckpointDataBase::disable().- race_
checkpoint_ ⚠enable void ICheckpointDataBase::enable().- race_
checkpoint_ ⚠is_ enabled bool ICheckpointDataBase::isEnabled().- race_
checkpoint_ ⚠is_ player_ inside bool ICheckpointDataBase::isPlayerInside().- race_
checkpoint_ ⚠next_ position Vector3 IRaceCheckpointData::getNextPosition().- race_
checkpoint_ ⚠position Vector3 ICheckpointDataBase::getPosition().- race_
checkpoint_ ⚠radius float ICheckpointDataBase::getRadius().- race_
checkpoint_ ⚠set_ next_ position void IRaceCheckpointData::setNextPosition(const Vector3 &).- race_
checkpoint_ ⚠set_ player_ inside void ICheckpointDataBase::setPlayerInside(bool).- race_
checkpoint_ ⚠set_ position void ICheckpointDataBase::setPosition(const Vector3 &).- race_
checkpoint_ ⚠set_ radius void ICheckpointDataBase::setRadius(float).- race_
checkpoint_ ⚠set_ type void IRaceCheckpointData::setType(RaceCheckpointType).- race_
checkpoint_ ⚠type RaceCheckpointType IRaceCheckpointData::getType().- remove_
event_ ⚠handler removeEventHandler(handler).falsemeans it was not registered.- remove_
pawn_ ⚠event_ handler - Removes a Pawn event handler from the dispatcher.
- textdraw_
alignment ⚠ TextDrawAlignmentTypes ITextDrawBase::getAlignment().- textdraw_
background_ ⚠colour Colour ITextDrawBase::getBackgroundColour().- textdraw_
box_ ⚠colour Colour ITextDrawBase::getBoxColour().- textdraw_
has_ ⚠box bool ITextDrawBase::hasBox().- textdraw_
hide_ ⚠for_ player void ITextDraw::hideForPlayer(IPlayer &).- textdraw_
is_ ⚠proportional bool ITextDrawBase::isProportional().- textdraw_
is_ ⚠selectable bool ITextDrawBase::isSelectable().- textdraw_
is_ ⚠shown_ for_ player bool ITextDraw::isShownForPlayer(const IPlayer &).- textdraw_
letter_ ⚠colour Colour ITextDrawBase::getLetterColour().- textdraw_
letter_ ⚠size Vector2 ITextDrawBase::getLetterSize().- textdraw_
outline ⚠ int ITextDrawBase::getOutline().- textdraw_
position ⚠ Vector2 ITextDrawBase::getPosition().- textdraw_
preview_ ⚠model int ITextDrawBase::getPreviewModel().- textdraw_
preview_ ⚠rotation Vector3 ITextDrawBase::getPreviewRotation().- textdraw_
preview_ ⚠vehicle_ colour Pair<int, int> ITextDrawBase::getPreviewVehicleColour().- textdraw_
preview_ ⚠zoom float ITextDrawBase::getPreviewZoom().- textdraw_
restream ⚠ void ITextDrawBase::restream().- textdraw_
set_ ⚠alignment ITextDrawBase & ITextDrawBase::setAlignment(TextDrawAlignmentTypes).- textdraw_
set_ ⚠background_ colour ITextDrawBase & ITextDrawBase::setBackgroundColour(Colour).- textdraw_
set_ ⚠box_ colour ITextDrawBase & ITextDrawBase::setBoxColour(Colour).- textdraw_
set_ ⚠colour ITextDrawBase & ITextDrawBase::setColour(Colour).- textdraw_
set_ ⚠letter_ size ITextDrawBase & ITextDrawBase::setLetterSize(Vector2).- textdraw_
set_ ⚠outline ITextDrawBase & ITextDrawBase::setOutline(int).- textdraw_
set_ ⚠position ITextDrawBase & ITextDrawBase::setPosition(Vector2).- textdraw_
set_ ⚠preview_ model ITextDrawBase & ITextDrawBase::setPreviewModel(int).- textdraw_
set_ ⚠preview_ rotation ITextDrawBase & ITextDrawBase::setPreviewRotation(Vector3).- textdraw_
set_ ⚠preview_ vehicle_ colour ITextDrawBase & ITextDrawBase::setPreviewVehicleColour(int, int).- textdraw_
set_ ⚠preview_ zoom ITextDrawBase & ITextDrawBase::setPreviewZoom(float).- textdraw_
set_ ⚠proportional ITextDrawBase & ITextDrawBase::setProportional(bool).- textdraw_
set_ ⚠selectable ITextDrawBase & ITextDrawBase::setSelectable(bool).- textdraw_
set_ ⚠shadow ITextDrawBase & ITextDrawBase::setShadow(int).- textdraw_
set_ ⚠style ITextDrawBase & ITextDrawBase::setStyle(TextDrawStyle).- textdraw_
set_ ⚠text void ITextDrawBase::setText(StringView).- textdraw_
set_ ⚠text_ for_ player void ITextDraw::setTextForPlayer(IPlayer &, StringView).- textdraw_
set_ ⚠text_ size ITextDrawBase & ITextDrawBase::setTextSize(Vector2).- textdraw_
shadow ⚠ int ITextDrawBase::getShadow().- textdraw_
show_ ⚠for_ player void ITextDraw::showForPlayer(IPlayer &).- textdraw_
style ⚠ TextDrawStyle ITextDrawBase::getStyle().- textdraw_
text ⚠ StringView ITextDrawBase::getText().- textdraw_
text_ ⚠size Vector2 ITextDrawBase::getTextSize().- textdraw_
use_ ⚠box ITextDrawBase & ITextDrawBase::useBox(bool).- textdraws_
create ⚠ ITextDraw * ITextDrawsComponent::create(Vector2, StringView).- textdraws_
create_ ⚠preview ITextDraw * ITextDrawsComponent::create(Vector2, int).- textdraws_
event_ ⚠dispatcher IEventDispatcher<TextDrawEventHandler> & ITextDrawsComponent::getEventDispatcher().- textlabel_
attach_ ⚠to_ player void ITextLabelBase::attachToPlayer(IPlayer &, Vector3).- textlabel_
attach_ ⚠to_ vehicle void ITextLabelBase::attachToVehicle(IVehicle &, Vector3).- textlabel_
attachment_ ⚠data const TextLabelAttachmentData & ITextLabelBase::getAttachmentData().- textlabel_
colour ⚠ Colour ITextLabelBase::getColour().- textlabel_
detach_ ⚠from_ player void ITextLabelBase::detachFromPlayer(Vector3).- textlabel_
detach_ ⚠from_ vehicle void ITextLabelBase::detachFromVehicle(Vector3).- textlabel_
draw_ ⚠distance float ITextLabelBase::getDrawDistance().- textlabel_
is_ ⚠streamed_ in_ for_ player bool ITextLabel::isStreamedInForPlayer(const IPlayer &).- textlabel_
set_ ⚠colour void ITextLabelBase::setColour(Colour).- textlabel_
set_ ⚠colour_ and_ text void ITextLabelBase::setColourAndText(Colour, StringView).- textlabel_
set_ ⚠draw_ distance void ITextLabelBase::setDrawDistance(float).- textlabel_
set_ ⚠test_ los void ITextLabelBase::setTestLOS(bool).- textlabel_
set_ ⚠text void ITextLabelBase::setText(StringView).- textlabel_
stream_ ⚠in_ for_ player void ITextLabel::streamInForPlayer(IPlayer &).- textlabel_
stream_ ⚠out_ for_ player void ITextLabel::streamOutForPlayer(IPlayer &).- textlabel_
test_ ⚠los bool ITextLabelBase::getTestLOS().- textlabel_
text ⚠ StringView ITextLabelBase::getText().- textlabels_
create ⚠ ITextLabel * ITextLabelsComponent::create(StringView, Colour, Vector3, float, int, bool).- textlabels_
create_ ⚠on_ player ITextLabel * ITextLabelsComponent::create(StringView, Colour, Vector3, float, int, bool, IPlayer &).- textlabels_
create_ ⚠on_ vehicle ITextLabel * ITextLabelsComponent::create(StringView, Colour, Vector3, float, int, bool, IVehicle &).- timer_
calls ⚠ unsigned int ITimer::calls().- timer_
handler ⚠ TimerTimeOutHandler * ITimer::handler().- timer_
interval ⚠ Milliseconds ITimer::interval().- timer_
remaining ⚠ Milliseconds ITimer::remaining().- timer_
running ⚠ bool ITimer::running().- timer_
trigger ⚠ bool ITimer::trigger().- timers_
count ⚠ const size_t ITimersComponent::count().- timers_
create_ ⚠counted ITimer * ITimersComponent::create(TimerTimeOutHandler *, Milliseconds, Milliseconds, unsigned int).- uid_
get_ ⚠uid getUID()via the secondary IUIDProvider vtable (MSVC ABI).- vehicle_
add_ ⚠carriage void IVehicle::addCarriage(IVehicle *, int).- vehicle_
add_ ⚠component void IVehicle::addComponent(int).- vehicle_
angular_ ⚠velocity Vector3 IVehicle::getAngularVelocity().- vehicle_
attach_ ⚠trailer void IVehicle::attachTrailer(IVehicle &).- vehicle_
by_ ⚠id IReadOnlyPool<IVehicle>::get(int)— the vehicle with that id, or null.- vehicle_
cab ⚠ IVehicle * IVehicle::getCab().- vehicle_
carriages ⚠ const StaticArray<IVehicle *, MAX_VEHICLE_CARRIAGES> & IVehicle::getCarriages().- vehicle_
colour ⚠ Pair<int, int> IVehicle::getColour().- vehicle_
component_ ⚠in_ slot int IVehicle::getComponentInSlot(int).- vehicle_
damage_ ⚠status void IVehicle::getDamageStatus(int &, int &, int &, int &).- vehicle_
detach_ ⚠trailer void IVehicle::detachTrailer().- vehicle_
driver ⚠ IPlayer * IVehicle::getDriver().- vehicle_
event_ ⚠dispatcher IVehiclesComponent::getEventDispatcher().- vehicle_
has_ ⚠been_ occupied bool IVehicle::hasBeenOccupied().- vehicle_
health ⚠ IVehicle::getHealth().- vehicle_
hydra_ ⚠thrust_ angle uint32_t IVehicle::getHydraThrustAngle().- vehicle_
id ⚠ IEntity::getID()for a vehicle — the id Pawn scripts use.- vehicle_
interior ⚠ int IVehicle::getInterior().- vehicle_
is_ ⚠dead bool IVehicle::isDead().- vehicle_
is_ ⚠occupied bool IVehicle::isOccupied().- vehicle_
is_ ⚠respawning bool IVehicle::isRespawning().- vehicle_
is_ ⚠streamed_ in_ for_ player bool IVehicle::isStreamedInForPlayer(const IPlayer &).- vehicle_
is_ ⚠trailer bool IVehicle::isTrailer().- vehicle_
landing_ ⚠gear_ state uint8_t IVehicle::getLandingGearState().- vehicle_
last_ ⚠driver_ pool_ id int IVehicle::getLastDriverPoolID().- vehicle_
last_ ⚠occupied_ time const TimePoint & IVehicle::getLastOccupiedTime().- vehicle_
last_ ⚠spawn_ time const TimePoint & IVehicle::getLastSpawnTime().- vehicle_
model ⚠ IVehicle::getModel().- vehicle_
paint_ ⚠job int IVehicle::getPaintJob().- vehicle_
params ⚠ const VehicleParams & IVehicle::getParams().- vehicle_
passengers ⚠ const FlatHashSet<IPlayer *> & IVehicle::getPassengers().- vehicle_
plate ⚠ const StringView IVehicle::getPlate().- vehicle_
position ⚠ IEntity::getPosition()for a vehicle.- vehicle_
put_ ⚠player void IVehicle::putPlayer(IPlayer &, int).- vehicle_
remove_ ⚠component void IVehicle::removeComponent(int).- vehicle_
repair ⚠ void IVehicle::repair().- vehicle_
respawn ⚠ void IVehicle::respawn().- vehicle_
respawn_ ⚠delay Seconds IVehicle::getRespawnDelay().- vehicle_
set_ ⚠angular_ velocity void IVehicle::setAngularVelocity(Vector3).- vehicle_
set_ ⚠colour IVehicle::setColour(int, int).- vehicle_
set_ ⚠damage_ status void IVehicle::setDamageStatus(int, int, uint8_t, uint8_t, IPlayer *).- vehicle_
set_ ⚠health IVehicle::setHealth(float).- vehicle_
set_ ⚠interior void IVehicle::setInterior(int).- vehicle_
set_ ⚠paint_ job void IVehicle::setPaintJob(int).- vehicle_
set_ ⚠params void IVehicle::setParams(const VehicleParams &).- vehicle_
set_ ⚠params_ for_ player void IVehicle::setParamsForPlayer(IPlayer &, const VehicleParams &).- vehicle_
set_ ⚠plate void IVehicle::setPlate(StringView).- vehicle_
set_ ⚠respawn_ delay void IVehicle::setRespawnDelay(Seconds).- vehicle_
set_ ⚠siren void IVehicle::setSiren(bool).- vehicle_
set_ ⚠spawn_ data void IVehicle::setSpawnData(const VehicleSpawnData &).- vehicle_
set_ ⚠velocity void IVehicle::setVelocity(Vector3).- vehicle_
set_ ⚠z_ angle void IVehicle::setZAngle(float).- vehicle_
siren_ ⚠state uint8_t IVehicle::getSirenState().- vehicle_
spawn_ ⚠data const VehicleSpawnData & IVehicle::getSpawnData().- vehicle_
stream_ ⚠in_ for_ player void IVehicle::streamInForPlayer(IPlayer &).- vehicle_
stream_ ⚠out_ for_ player void IVehicle::streamOutForPlayer(IPlayer &).- vehicle_
streamed_ ⚠for_ players const FlatPtrHashSet<IPlayer> & IVehicle::streamedForPlayers().- vehicle_
trailer ⚠ IVehicle * IVehicle::getTrailer().- vehicle_
train_ ⚠speed float IVehicle::getTrainSpeed().- vehicle_
update_ ⚠carriage void IVehicle::updateCarriage(Vector3, Vector3).- vehicle_
update_ ⚠from_ driver_ sync bool IVehicle::updateFromDriverSync(const VehicleDriverSyncPacket &, IPlayer &).- vehicle_
update_ ⚠from_ passenger_ sync bool IVehicle::updateFromPassengerSync(const VehiclePassengerSyncPacket &, IPlayer &).- vehicle_
update_ ⚠from_ trailer_ sync bool IVehicle::updateFromTrailerSync(const VehicleTrailerSyncPacket &, IPlayer &).- vehicle_
update_ ⚠from_ unoccupied bool IVehicle::updateFromUnoccupied(const VehicleUnoccupiedSyncPacket &, IPlayer &).- vehicle_
velocity ⚠ Vector3 IVehicle::getVelocity().- vehicle_
z_ ⚠angle float IVehicle::getZAngle().- vehicles_
create ⚠ IVehicle * IVehiclesComponent::create(bool, int, Vector3, float, int, int, Seconds, bool).- vehicles_
create_ ⚠from_ spawn_ data IVehicle * IVehiclesComponent::create(const VehicleSpawnData &).- vehicles_
models ⚠ StaticArray<uint8_t, MAX_VEHICLE_MODELS> & IVehiclesComponent::models().
Type Aliases§
- AmxFunction
Table - Table of 52 AMX function pointers (
StaticArray<void*, NUM_AMX_FUNCS>). - Hours
Rep - The count type of
MinutesandHours:intunder MSVC, 64 bits under libstdc++. - Pickup
Type - What a pickup does when a player walks into it (
PickupTypeinpickups.hpp). The values the scripts use are passed straight through, so this is ani32rather than an enum that would have to track the server’s. - UID
- 64-bit unique identifier of an Open Multiplayer component.
Unions§
- Console
Command Sender Data1 - An anonymous union inside a mirrored struct.
- Hybrid
String Storage - The storage of a
HybridString: inline, or a pointer elsewhere. - Object
Material Data0 - An anonymous union inside a mirrored struct.
- Object
Material Data1 - An anonymous union inside a mirrored struct.
- Peer
Address1 - An anonymous union inside a mirrored struct.
- Peer
Address1_ v6 - An anonymous union inside a mirrored struct.
- Vehicle
Driver Sync Packet14 - An anonymous union inside a mirrored struct.
- Vehicle
Driver Sync Packet15 - An anonymous union inside a mirrored struct.
- Vehicle
Passenger Sync Packet2 - An anonymous union inside a mirrored struct.