[This is preliminary documentation and is subject to change.]
Class | Description | |
---|---|---|
![]() | 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 | |
---|---|---|
![]() | 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 | |
---|---|---|
![]() | 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.
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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.
|
![]() | 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.
|
![]() | IVisual |
Represents an object that can be hidden in the game world.
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Enumeration | Description | |
---|---|---|
![]() | 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.
|
![]() | 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].
|
![]() | VehicleModType | |
![]() | VehicleType | |
![]() | VehicleWheelType | |
![]() | WeaponHash | |
![]() | WeaponState | |
![]() | WeatherType | |
![]() | WindowsEdition | |
![]() | WindowsVersion |