public IFire CreateFire(CVector3 vecPos, float fDensity) { ushort id = Objects.Objects_CreateFire(vecPos, fDensity); return new Fire() { FireId = id }; }
public IBlip Create(int iSprite, CVector3 vecPosition, bool bShow) { ushort id = Imports.Blips.Blips_Create(iSprite, vecPosition, bShow); return new Blip() { BlipId = id }; }
public IVehicle Create(VehicleModels iModelId, CVector3 vecPosition, CVector3 vecRotation, int color1, int color2, int color3, int color4, int respawn_delay) { ushort id = (ushort)Imports.Vehicles.Vehicles_Create((int)iModelId, vecPosition, vecRotation, color1, color2, color3, color4, respawn_delay); return new Vehicle() { VehicleId = id }; }
public IObject Create(long modelhash, CVector3 vecPosition, CVector3 vecRotation) { ushort id = Objects.Objects_Create(modelhash, vecPosition, vecRotation); return new IVObject() { ObjectId = id }; }
public ICheckPoint Create(CheckpointTypes iType, CVector3 vecPosition, CVector3 vecTargetPosition, float fRadius) { ushort id = Imports.Checkpoints.Checkpoints_Create((int)iType, vecPosition, vecTargetPosition, fRadius); return new CheckPoint() { CheckPointId = id }; }
public IPickup Create(PickupModels modelhash, PickupTypes type, uint value, CVector3 vecPosition, CVector3 vecRotation) { ushort id = Imports.Pickups.Pickups_Create((uint)modelhash, (byte)type, value, vecPosition, vecRotation); return new Pickup() { PickupId = id }; }
public IActor Create(PedModels iModelId, CVector3 vecPosition, float fHeading) { ushort id = Imports.Actors.Actors_Create((int)iModelId, vecPosition, fHeading); return new Actor() { ActorId = id }; }
public static extern Boolean Blips_SetCoordinates(ushort blipId, CVector3 vecPosition);
public static extern ushort Blips_Create(Int32 iSprite, CVector3 vecPosition, Boolean bShow);
public static extern Boolean Objects_AttachPed(ushort objectId, ushort playerId, CVector3 vecPos, CVector3 vecRot);
public static extern Int32 Vehicles_Create(Int32 iModelId, CVector3 vecPosition, CVector3 vecRotation, Int32 color1, Int32 color2, Int32 color3, Int32 color4, Int32 respawn_delay);
public static extern Boolean Vehicles_SetRotation(ushort vehicleId, CVector3 vecRotation);
public static extern Boolean Vehicles_SetAngularVelocity(ushort vehicleid, CVector3 vecTurnSpeed);
public static extern Boolean Objects_Rotate(ushort objectId, CVector3 vecRotation, Single fSpeed);
public static extern Boolean Objects_Move(ushort objectId, CVector3 vecMoveTarget, CVector3 vecMoveRot, Single fSpeed);
public static extern ushort Objects_CreateFire(CVector3 vecPos, Single fDensity);
public static extern void Objects_CreateExplosion(CVector3 vecPos, Single fDensity);
public static extern ushort Objects_Create(Int64 modelhash, CVector3 vecPosition, CVector3 vecRotation);
public static extern Boolean Objects_AttachVehicle(ushort objectId, ushort vehicleId, CVector3 vecPos, CVector3 vecRot);
public static extern Boolean Objects_AttachToPlayer(ushort objectId, ushort playerId, CVector3 vecPos, CVector3 vecRot, Int32 iBone);
public static extern Boolean Objects_SetCoordinates(ushort objectId, CVector3 vecPosition);
public static extern Boolean Objects_SetRotation(ushort objectId, CVector3 vecRotation);
public static extern Boolean Vehicles_SetCoordinates(ushort vehicleid, CVector3 vecPosition);
public void CreateExplosion(CVector3 vecPos, float fDensity) { Objects.Objects_CreateExplosion(vecPos, fDensity); }
public static extern Boolean Vehicles_SetVelocity(ushort vehicleid, CVector3 vecMoveSpeed);
public static extern Boolean Actors_SetCoordinates(ushort actorId, CVector3 vecPosition);
public bool WalkToCoordinatesForPlayer(IPlayer player, CVector3 vecPosition, int iType) { return Actors.Actors_WalkToCoordinates(player.PlayerId, ActorId, vecPosition, iType); }
public static extern Boolean Actors_WalkToCoordinates(ushort playerId, ushort actorId, CVector3 vecPosition, Int32 iType);
public bool DriveToCoordinates(CVector3 vecDriveTo, CVector3 vecDriveRot, bool bStop) { return Actors.Actors_DriveToCoordinates(ActorId, vecDriveTo, vecDriveRot, bStop); }
public static extern Boolean Actors_DriveToCoordinates(ushort actorId, CVector3 vecDriveTo, CVector3 vecDriveRot, Boolean bStop);