Version 0.33.860.6619 ALPHARAGE Plugin Hook Documentation

[This is preliminary documentation and is subject to change.]

Version v0.33.860.6619 was released on UNKNOWN UTC.

Changes in This Release

  • Now checks for new versions of RAGE Plugin Hook on launch.

  • Disclaimer is now shown for 6 instead of 10 seconds.

  • Added Rage.Natives.NativePointer to allow VB.NET to call natives with pointers.

  • NativeFunction.Natives now supports the ref/out keywords for pointers (C# only).

  • Plugins can now also specify a default type of Rage.Object (DefaultObjectType in plugin attribute).

  • Fixed Game::DisplayHelp() overload ignoring forever parameter, and always assuming true.

  • Added Game::SetClipboardText().

  • Changed access of Object::Object(PoolHandle) from 'internal' to 'public protected' to allow plugins to define and call it on derived classes.

  • Implemented getter for Game::IsPaused.

  • Added PluginAttribute::PrefersSingleInstance to allow plugins to let the hook know they prefer only one instance of the plugin loaded at a time. Plugins can still be loaded multiple times by setting the 'force' parameter of the LoadPlugin console command to true.

  • When Fixed plugins not reloading on crash when developer mode is active, for plugins loaded by LoadPlugin with reloadWhenModified set to true.

  • Removed console commands RecordPerformance and PrintPerformance; Unused remnants from the Max Payne 3 era.

  • Added Game::StartNewScript() to start a game script.

  • Renamed DriveToPositionFlags to VehicleDrivingFlags.

  • Renamed BoneId to PedBoneId.

  • When developer mode is enabled, now shows a warning if the Author property of the PluginAttribute is unspecified.

  • Blip now implements ISpatial.

  • Added Blip::DistanceTo(ISpatial spatialObject).

  • Added Blip::DistanceTo(Vector3 spatialObject).

  • Added Blip::DistanceTo2D(ISpatial spatialObject).

  • Added Blip::DistanceTo2D(Vector3 spatialObject).

  • Added Blip::TravelDistanceTo(ISpatial spatialObject).

  • Added Blip::TravelDistanceTo(Vector3 spatialObject).

  • Fixed Entity::AttachTo() attaching the target to the source instead of vice versa.

  • Added Ped::IsInAnyPoliceVehicle.

  • Added Ped::IsInParachuteFreeFall.

  • Added Ped::IsVaulting.

  • Added Ped::IsBailingOutOfVehicle.

  • Added Ped::ParachuteState.

  • Added Ped::ParachuteLandingType.

  • Added Ped::IsInStealthMode.

  • Added Ped::IsHangingOnToVehicle.

  • Added Ped::SeatIndexTryingToEnter.

  • Added Ped::VehicleTryingToEnter.

  • Added Ped::Alertness.

  • Added Ped::CanRagdoll.

  • Added Ped::MeleeTarget.

  • Added Ped::IsInWrithe.

  • Added Ped::IsStill.

  • Added Ped::IsWalking.

  • Added Ped::IsRunning.

  • Added Ped::IsSprinting.

  • Added Ped::IsStrafing.

  • Added Ped::IsCuffed.

  • Added Ped::IsRingtonePlaying.

  • Added Ped::IsWeaponReadyToShoot.

  • Added Ped::IsCurrentWeaponSilenced.

  • Added Ped::CanFlyThroughWindshields.

  • Added Ped::CanBeKnockedOffBikes.

  • Added Ped::CanBePulledOutOfVehicles.

  • Added Ped::CanPlayAmbientAnimations.

  • Added Ped::CanPlayGestureAnimations.

  • Added Ped::CanPlayVisemeAnimations.

  • Added Ped::IsArmIkEnabled.

  • Added Ped::IsHeadIkEnabled.

  • Added Ped::IsLegIkEnabled.

  • Added Ped::IsTorsoIkEnabled.

  • Added Ped::StaysInGroups.

  • Added Ped::FiringPattern.

  • Added Ped::DropsCurrentWeaponOnDeath.

  • Added Ped::DiesInstantlyInWater.

  • Added Ped::KnockOffBike();

  • Added Ped::GetVariation().

  • Added Ped::RandomizeVariation().

  • Added Ped::ResetVariation().

  • Added Ped::ClearBlood().

  • Marked Ped::GiveNewWeapon() as obsolete.

  • Added Ped::Inventory, making it possible to get, add and remove weapons.

  • Added Weapon::Asset.

  • Changed type of Weapon::Ammo from int to short.

  • Changed type of Weapon::AmmoInClip from int to short.

  • Implemented Weapon::Ammo.

  • Implemented Weapon::AmmoInClip.

  • Added Weapon::State.

  • Added Vehicle::HasBeenDisabledByWater.

  • Vehicle::Repair() now also fixes vehicles that have been disabled by water.

  • Added Vehicle::AlarmTimeLeft.

  • Added Vehicle::IsAlarmSounding.

  • Added Vehicle::HasTrailer.

  • Added Vehicle::IsBig.

  • Added Vehicle::PlateType.

  • Changed VehicleDoor from struct to class, due to certain restrictions on structs.

  • Changed VehicleWindow from struct to class, due to certain restrictions on structs.

  • Renamed VehicleDoor::Angle to VehicleDoor::AngleRatio.

  • Added VehicleDoor::BreakOff().

  • Renamed TaskInvoker::GotoOffsetFromEntity() to TaskInvoker::GoToOffsetFromEntity().

  • Added TaskInvoker::GoToWhileAiming(Entity, float, float).

  • Added TaskInvoker::GoToWhileAiming(Entity, Entity, float, float, bool, FiringPattern).

  • Added TaskInvoker::GoToWhileAiming(Entity, Vector3, float, float, bool, FiringPattern).

  • Added TaskInvoker::GoToWhileAiming(Vector3, Entity, float, float, bool, FiringPattern).

  • Added TaskInvoker::GoToWhileAiming(Vector3, Vector3, float, float, bool, FiringPattern).

  • Added TaskInvoker::AimWeaponAt(Entity, int).

  • Added TaskInvoker::AimWeaponAt(Vector3, int).

  • Added TaskInvoker::FireWeaponAt(Entity, int, FiringPattern).

  • Added TaskInvoker::FireWeaponAt(Vector3, int, FiringPattern).

  • Added TaskInvoker::ReloadWeapon().

  • Added TaskInvoker::TakeCoverFrom(Ped, int).

  • Added TaskInvoker::TakeCoverFrom(Vector3, int).

  • Added TaskInvoker::ChaseWithGroundVehicle(Ped).

  • Added TaskInvoker::ChaseWithHelicopter(Ped, Vector3).

  • Added TaskInvoker::ChaseWithPlane(Ped, Vector3).

  • Added TaskInvoker::LandPlane(Vehicle, Vector3, Vector3).

  • Added TaskInvoker::LandPlane(Vector3, Vector3).

  • Added TaskInvoker::Climb().

  • World::GetAllObjects() now returns objects that represent pickups as well.

  • Added XML comments to tracing methods in World.

  • Removed World::TraceLine() overload taking a single entity to ignore. Use param array overload instead.

  • Removed World::TraceExtent() overload taking a single entity to ignore. Use param array overload instead.

  • Added World::TraceLineEx() overload taking a predicate method to determine which entities to ignore.

  • Added World::TraceExtentEx() overload taking a predicate method to determine which entities to ignore.

  • Fixed StaticFinalizer not executing callback on GC.

  • Fixed crash if an exception occurred in the callback of StaticFinalizer.

  • In the settings dialog, Enter and Escape now clicks the Launch and Exit buttons respectively.

  • Fixed plugins being unable to read relationship names created from other plugins.

  • Marked Ped::CurrentWeaponAsset as obsolete.

  • Added constructor overload to Rage::Object, taking a heading.

  • When a crash occurs in a plugin, the crash dialog now shows the stack trace of the plugin.

  • Added Rage.Task::GetTask() to get an instance of Rage.Task for tasks invoked by natives (See next line below).

  • NativeFunction::Natives now supports Rage.Task as a return type for natives with names starting with "TASK_".

  • Fixed a crash in Entity::HasBone if boneName was null.

  • Added overload to Entity::GetBonePosition() taking a bone index.

  • Added overload to Entity::HasBone() taking a bone index.

  • Fixed a game crash when plugins caused an access violation.

  • Removed native name STOP_PLAYER_REMAIN_ARCADE.

  • Added native name SET_PED_PREFERRED_COVER_SET.

  • Added native name REMOVE_PED_PREFERRED_COVER_SET.

  • Added native name APPLY_PED_BLOOD_DAMAGE_BY_ZONE.

  • Added native name APPLY_PED_BLOOD_BY_ZONE.

  • Added native name APPLY_PED_BLOOD_SPECIFIC.

  • Added native name CLEAR_PED_BLOOD_DAMAGE_BY_ZONE.

  • Added native name HIDE_PED_BLOOD_DAMAGE_BY_ZONE.

  • Added native name CLEAR_PED_DAMAGE_DECAL_BY_ZONE.

  • Added native name GET_PED_DECORATIONS_STATE.

  • Added native name IS_PLAYER_SWITCH_IN_PROGRESS (Previously STOP_PLAYER_REMAIN_ARCADE).

  • Added native name GET_INTERIOR_AT_COORDS_WITH_TYPE.

  • Added native name TASK_VEHICLE_FOLLOW.

See Also

Other Resources