[This is preliminary documentation and is subject to change.]
Class | Description | |
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AdvancedPoolEnumeratorHT | ||
AnimationTask |
Represents an animation task. This class cannot be inherited.
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Blip | Represents a Blip in the game world. Blips are used to mark entities of interest in either the game world, on the radar or both. | |
Building |
Represents a building in the game world.
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Camera | ||
CleanupManager | Class for cleaning up IDeletables. Examples C# using(CleanupManager cleanupManager = new CleanupManager()) { Vector3 spawnPosition = playerVehicle.GetOffsetPosition(new Vector3(-3f, 7f, 0f)); Vehicle car = new Vehicle("POLICE2", spawnPosition, playerVehicle.Heading); cleanupManager.Add(car); while (!car.IsDead) { GameFiber.Yield(); } GameFiber.Sleep(3000); } | |
ConsoleCommandExecutedEventArgs |
Provides data for the [!:ConsoleCommand::Executed] event
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CryptographyHelper |
A helper class for cryptography.
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Debug |
A collection of methods for debugging.
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EmergencyLight | ||
EmergencyLighting |
Specifies settings for emergency lighting on vehicles. This class cannot be inherited.
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Entity |
Represents an entity in the game world.
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Fire |
Represents a fire.
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Game |
Static class for various game settings and functions.
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GameConsole |
Provides access to the console of the hook.
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GameFiber |
Represents a multi-tasking fiber. Natives can only be invoked from a fiber. Not meant to be inherited.
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Graphics | ||
GraphicsEventArgs |
Provides data for the FrameRender event.
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Group | Represents a group of Ped. There can be up to 16 groups at any given time. Empty groups are automatically deleted. | |
GroupFormation |
Gets the formation info about this group.
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HandlingData | ||
InitializationFile | ||
InteriorHelper | ||
InternetTime | Class for getting the current time from the Internet. This class uses the TIME protocol to get the current time from nist1-macon.macon.ga.us. | |
KeyboardLayoutCustom | ||
KeyboardLayoutKeyDefinition | ||
KeyboardState | ||
KeyEventArgs | ||
MathHelper |
Static class with various functions for common conversions.
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MetadataObject | ||
MouseState | ||
Object |
Represents an object in the game world.
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ObjectPoolEnumerator | ||
OnscreenPromptButtonClickedEventArgs | ||
OperatingSystemInfo | ||
Ped |
Represents a character in the game world.
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PedInventory | ||
PedPoolEnumerator | ||
PedRunOverEventArgs |
Provides data for events of peds getting run over.
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PedShotEventArgs |
Provides data for events of peds getting shot.
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Player |
Represents a player.
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PoolEnumeratorHT | ||
SimplePoolEnumeratorHT | ||
SpatialEventArgs |
Provides data for spatial events.
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StaticFinalizer | ||
Task |
Represents a task. This class cannot be inherited.
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TaskInvoker | ||
TaskSequence |
This class allows executing multiple tasks on a Ped in sequence.
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Texture | ||
Vehicle |
Represents a vehicle in the game world.
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VehicleDoor | ||
VehicleModder | ||
VehiclePoolEnumerator | ||
VehicleWheel | ||
VehicleWindow | ||
Weapon | ||
WeaponDescriptor | ||
WeaponDescriptorCollection | ||
World |
Static class for various game world settings and functions.
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Structure | Description | |
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AnimationDictionary |
Represents an animation dictionary.
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AnimationSet | ||
DecisionMaker | ||
HitResult |
Struct representing the result of a ray trace.
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Matrix |
Defines a 4x4 matrix.
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Model | ||
PoolHandle | Represents the handle of an item in a pool.
The RAGE engine has a special array type known as a pool. | |
Quaternion |
Defines a four dimensional mathematical quaternion.
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RelationshipGroup |
Represents a relationship group.
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Rotator |
Represents a rotation.
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Vector2 |
Defines a two component vector.
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Vector3 |
Defines a three component vector.
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Vector4 |
Defines a four component vector.
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VehicleDoorPropertyWrapper | ||
VehicleWheelPropertyWrapper | ||
VehicleWindowPropertyWrapper | ||
WeaponAsset |
Interface | Description | |
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IAddressable |
Represents an object that has an address.
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IAsset |
Represents a game asset. Game assets are blueprints that describe an object. For example, a weapon asset specifies what model a weapon will use, how fast it shoots, how many bullets it has, etc.
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IBurnable |
Represents an object that can burn.
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IDeletable |
Represents an object that can be deleted.
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IDirectional |
Represents an object that has a direction.
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IFreezable |
Represents an object that can be frozen. Frozen objects will not be processed by the physics engine.
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IHandleable |
Represents an object in a pool.
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IHashedAsset |
Represents a game asset. Game assets are blueprints that describe an object. For example, a weapon asset specifies what model a weapon will use, how fast it shoots, how many bullets it has, etc.
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IKeyboardLayout | ||
INamedAsset |
Represents a game asset. Game assets are blueprints that describe an object. For example, a weapon asset specifies what model a weapon will use, how fast it shoots, how many bullets it has, etc.
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IPersistable |
Represents an object that can become persistent within the game world. Persistent objects will not be removed automatically during clean ups.
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IRenderable |
Represents an object that can be rendered in the game world.
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IRotatable |
Represents an object that can be rotated.
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ISpatial |
Represents an object that has a position.
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IVisual |
Represents an object that can be hidden in the game world.
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Enumeration | Description | |
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Achievement |
Represents the game's achievements.
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AnimationFlags | ||
Axis |
Specifies an axis.
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BlipSprite | ||
CameraState | ||
ControllerButtons | ||
EnterVehicleFlags |
Flags for the [!:TaskInvoker::EnterVehicle] task.
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ExitCoverTaskFlags |
Flags for the [!:TaskInvoker::ExitCover] task.
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FiringPattern | ||
GameControl | ||
GetEntitiesFlags | ||
GraphicsDrawCall | ||
GroupFormationType |
Represents the various group formation types.
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HelmetTypes |
The various helmet types.
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LeaveVehicleFlags |
Flags for the [!:Rage::TaskInvoker::LeaveVehicle] task.
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LicensePlateStyle | ||
LicensePlateType | ||
ParachuteLandingType |
Represents the various landing types.
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ParachuteState |
Represents the various parachute states.
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PedBoneId | ||
RadioStation | ||
RageGameType | ||
Relationship |
Represents the relationships between relationship groups.
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SpeechModifier | ||
TaskStatus |
Indicates the status of a task.
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TraceFlags | ||
VehicleClass | ||
VehicleComponents | ||
VehicleConvertibleRoofState |
Represents the state of the convertible roof of a vehicle.
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VehicleDrivingFlags |
Flags for driving tasks.
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VehicleIndicatorLightsStatus |
Represents the status of vehicle indicator lights.
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VehicleLockStatus |
Represents the status of vehicle locks.
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VehicleManeuver |
Represents the possible driving maneuvers for [!:Rage::TaskInvoker::PerformDrivingManeuver].
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VehicleModType | ||
VehicleType | ||
VehicleWheelType | ||
WeaponHash | ||
WeaponState | ||
WeatherType | ||
WindowsEdition | ||
WindowsVersion |