[This is preliminary documentation and is subject to change.]
| Class | Description | |
|---|---|---|
| AdvancedPoolEnumeratorHT | ||
| AnimationTask |
Represents an animation task. This class cannot be inherited.
| |
| 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.
| |
| 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
| |
| CryptographyHelper |
A helper class for cryptography.
| |
| Debug |
A collection of methods for debugging.
| |
| EmergencyLight | ||
| EmergencyLighting |
Specifies settings for emergency lighting on vehicles. This class cannot be inherited.
| |
| Entity |
Represents an entity in the game world.
| |
| Fire |
Represents a fire.
| |
| Game |
Static class for various game settings and functions.
| |
| GameConsole |
Provides access to the console of the hook.
| |
| GameFiber |
Represents a multi-tasking fiber. Natives can only be invoked from a fiber. Not meant to be inherited.
| |
| Graphics | ||
| GraphicsEventArgs |
Provides data for the FrameRender event.
| |
| 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.
| |
| 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.
| |
| MetadataObject | ||
| MouseState | ||
| Object |
Represents an object in the game world.
| |
| ObjectPoolEnumerator | ||
| OnscreenPromptButtonClickedEventArgs | ||
| OperatingSystemInfo | ||
| Ped |
Represents a character in the game world.
| |
| PedInventory | ||
| PedPoolEnumerator | ||
| PedRunOverEventArgs |
Provides data for events of peds getting run over.
| |
| PedShotEventArgs |
Provides data for events of peds getting shot.
| |
| Player |
Represents a player.
| |
| PoolEnumeratorHT | ||
| SimplePoolEnumeratorHT | ||
| SpatialEventArgs |
Provides data for spatial events.
| |
| StaticFinalizer | ||
| Task |
Represents a task. This class cannot be inherited.
| |
| TaskInvoker | ||
| TaskSequence |
This class allows executing multiple tasks on a Ped in sequence.
| |
| Texture | ||
| Vehicle |
Represents a vehicle in the game world.
| |
| VehicleDoor | ||
| VehicleModder | ||
| VehiclePoolEnumerator | ||
| VehicleWheel | ||
| VehicleWindow | ||
| Weapon | ||
| WeaponDescriptor | ||
| WeaponDescriptorCollection | ||
| World |
Static class for various game world settings and functions.
|
| Structure | Description | |
|---|---|---|
| AnimationDictionary |
Represents an animation dictionary.
| |
| AnimationSet | ||
| DecisionMaker | ||
| HitResult |
Struct representing the result of a ray trace.
| |
| Matrix |
Defines a 4x4 matrix.
| |
| 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.
| |
| RelationshipGroup |
Represents a relationship group.
| |
| Rotator |
Represents a rotation.
| |
| Vector2 |
Defines a two component vector.
| |
| Vector3 |
Defines a three component vector.
| |
| Vector4 |
Defines a four component vector.
| |
| VehicleDoorPropertyWrapper | ||
| VehicleWheelPropertyWrapper | ||
| VehicleWindowPropertyWrapper | ||
| WeaponAsset |
| Interface | Description | |
|---|---|---|
| IAddressable |
Represents an object that has an address.
| |
| 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.
| |
| IBurnable |
Represents an object that can burn.
| |
| IDeletable |
Represents an object that can be deleted.
| |
| IDirectional |
Represents an object that has a direction.
| |
| IFreezable |
Represents an object that can be frozen. Frozen objects will not be processed by the physics engine.
| |
| IHandleable |
Represents an object in a pool.
| |
| 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.
| |
| 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.
| |
| IPersistable |
Represents an object that can become persistent within the game world. Persistent objects will not be removed automatically during clean ups.
| |
| IRenderable |
Represents an object that can be rendered in the game world.
| |
| IRotatable |
Represents an object that can be rotated.
| |
| ISpatial |
Represents an object that has a position.
| |
| IVisual |
Represents an object that can be hidden in the game world.
|
| Enumeration | Description | |
|---|---|---|
| Achievement |
Represents the game's achievements.
| |
| AnimationFlags | ||
| Axis |
Specifies an axis.
| |
| BlipSprite | ||
| CameraState | ||
| ControllerButtons | ||
| EnterVehicleFlags |
Flags for the [!:TaskInvoker::EnterVehicle] task.
| |
| ExitCoverTaskFlags |
Flags for the [!:TaskInvoker::ExitCover] task.
| |
| FiringPattern | ||
| GameControl | ||
| GetEntitiesFlags | ||
| GraphicsDrawCall | ||
| GroupFormationType |
Represents the various group formation types.
| |
| HelmetTypes |
The various helmet types.
| |
| LeaveVehicleFlags |
Flags for the [!:Rage::TaskInvoker::LeaveVehicle] task.
| |
| LicensePlateStyle | ||
| LicensePlateType | ||
| ParachuteLandingType |
Represents the various landing types.
| |
| ParachuteState |
Represents the various parachute states.
| |
| PedBoneId | ||
| RadioStation | ||
| RageGameType | ||
| Relationship |
Represents the relationships between relationship groups.
| |
| SpeechModifier | ||
| TaskStatus |
Indicates the status of a task.
| |
| TraceFlags | ||
| VehicleClass | ||
| VehicleComponents | ||
| VehicleConvertibleRoofState |
Represents the state of the convertible roof of a vehicle.
| |
| VehicleDrivingFlags |
Flags for driving tasks.
| |
| VehicleIndicatorLightsStatus |
Represents the status of vehicle indicator lights.
| |
| VehicleLockStatus |
Represents the status of vehicle locks.
| |
| VehicleManeuver |
Represents the possible driving maneuvers for [!:Rage::TaskInvoker::PerformDrivingManeuver].
| |
| VehicleModType | ||
| VehicleType | ||
| VehicleWheelType | ||
| WeaponHash | ||
| WeaponState | ||
| WeatherType | ||
| WindowsEdition | ||
| WindowsVersion |