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ScriptHookVDotNet2.xml
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ScriptHookVDotNet2.xml
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<?xml version="1.0"?>
<doc>
<assembly>
"ScriptHookVDotNet"
</assembly>
<members>
<member name="M:GTA.Math.Matrix.Equals(GTA.Math.Matrix@,GTA.Math.Matrix@)">
<summary>
Determines whether the specified object instances are considered equal.
</summary>
<param name="value1" />
<param name="value2" />
<returns>
<c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Matrix.Equals(GTA.Math.Matrix)">
<summary>
Returns a value that indicates whether the current instance is equal to the specified object.
</summary>
<param name="other">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Matrix.Equals(System.Object)">
<summary>
Returns a value that indicates whether the current instance is equal to a specified object.
</summary>
<param name="obj">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Matrix.GetHashCode">
<summary>
Returns the hash code for this instance.
</summary>
<returns>A 32-bit signed integer hash code.</returns>
</member>
<member name="M:GTA.Math.Matrix.ToString">
<summary>
Converts the value of the object to its equivalent string representation.
</summary>
<returns>The string representation of the value of this instance.</returns>
</member>
<member name="M:GTA.Math.Matrix.ToArray">
<summary>
Converts the matrix to an array of floats.
</summary>
</member>
<member name="M:GTA.Math.Matrix.op_Inequality(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Equality(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Multiply(System.Single,GTA.Math.Matrix)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="right">The matrix to scale.</param>
<param name="left">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Multiply(GTA.Math.Matrix,System.Single)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Multiply(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Multiplies two matricies.
</summary>
<param name="left">The first matrix to multiply.</param>
<param name="right">The second matrix to multiply.</param>
<returns>The product of the two matricies.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Division(GTA.Math.Matrix,System.Single)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Division(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Divides two matricies.
</summary>
<param name="left">The first matrix to divide.</param>
<param name="right">The second matrix to divide.</param>
<returns>The quotient of the two matricies.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Subtraction(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Subtracts two matricies.
</summary>
<param name="left">The first matrix to subtract.</param>
<param name="right">The second matrix to subtract.</param>
<returns>The difference between the two matricies.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_Addition(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Adds two matricies.
</summary>
<param name="left">The first matrix to add.</param>
<param name="right">The second matrix to add.</param>
<returns>The sum of the two matricies.</returns>
</member>
<member name="M:GTA.Math.Matrix.op_UnaryNegation(GTA.Math.Matrix)">
<summary>
Negates a matrix.
</summary>
<param name="matrix">The matrix to negate.</param>
<returns>The negated matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Transpose(GTA.Math.Matrix)">
<summary>
Calculates the transpose of the specified matrix.
</summary>
<param name="matrix">The matrix whose transpose is to be calculated.</param>
<returns>The transpose of the specified matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Translation(GTA.Math.Vector3)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="amount">The offset for all three coordinate planes.</param>
<returns>The created translation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Translation(System.Single,System.Single,System.Single)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="x">X-coordinate offset.</param>
<param name="y">Y-coordinate offset.</param>
<param name="z">Z-coordinate offset.</param>
<returns>The created translation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Scaling(GTA.Math.Vector3)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="scale">Scaling factor for all three axes.</param>
<returns>The created scaling matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Scaling(System.Single,System.Single,System.Single)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="x">Scaling factor that is applied along the x-axis.</param>
<param name="y">Scaling factor that is applied along the y-axis.</param>
<param name="z">Scaling factor that is applied along the z-axis.</param>
<returns>The created scaling matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
<summary>
Creates a rotation matrix with a specified yaw, pitch, and roll.
</summary>
<param name="yaw">Yaw around the y-axis, in radians.</param>
<param name="pitch">Pitch around the x-axis, in radians.</param>
<param name="roll">Roll around the z-axis, in radians.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationQuaternion(GTA.Math.Quaternion)">
<summary>
Creates a rotation matrix from a quaternion.
</summary>
<param name="rotation">The quaternion to use to build the matrix.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationAxis(GTA.Math.Vector3,System.Single)">
<summary>
Creates a matrix that rotates around an arbitary axis.
</summary>
<param name="axis">The axis around which to rotate.</param>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationZ(System.Single)">
<summary>
Creates a matrix that rotates around the z-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationY(System.Single)">
<summary>
Creates a matrix that rotates around the y-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.RotationX(System.Single)">
<summary>
Creates a matrix that rotates around the x-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Lerp(GTA.Math.Matrix,GTA.Math.Matrix,System.Single)">
<summary>
Performs a linear interpolation between two matricies.
</summary>
<param name="start">Start matrix.</param>
<param name="end">End matrix.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
<returns>The linear interpolation of the two matrices.</returns>
<remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1 will cause <paramref name="end" /> to be returned.
</remarks>
</member>
<member name="M:GTA.Math.Matrix.Inverse(GTA.Math.Matrix)">
<summary>
Calculates the inverse of a matrix if it exists.
</summary>
<returns>The inverse of the matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Negate(GTA.Math.Matrix)">
<summary>
Negates a matrix.
</summary>
<param name="matrix">The matrix to be negated.</param>
<returns>The negated matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Divide(GTA.Math.Matrix,System.Single)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Divide(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Determines the quotient of two matrices.
</summary>
<param name="left">The first matrix to divide.</param>
<param name="right">The second matrix to divide.</param>
<returns>The quotient of the two matrices.</returns>
</member>
<member name="M:GTA.Math.Matrix.Multiply(GTA.Math.Matrix,System.Single)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.Multiply(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Determines the product of two matrices.
</summary>
<param name="left">The first matrix to multiply.</param>
<param name="right">The second matrix to multiply.</param>
<returns>The product of the two matrices.</returns>
</member>
<member name="M:GTA.Math.Matrix.Subtract(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Determines the difference between two matrices.
</summary>
<param name="left">The first matrix to subtract.</param>
<param name="right">The second matrix to subtract.</param>
<returns>The difference between the two matrices.</returns>
</member>
<member name="M:GTA.Math.Matrix.Add(GTA.Math.Matrix,GTA.Math.Matrix)">
<summary>
Determines the sum of two matrices.
</summary>
<param name="left">The first matrix to add.</param>
<param name="right">The second matrix to add.</param>
<returns>The sum of the two matrices.</returns>
</member>
<member name="M:GTA.Math.Matrix.Inverse">
<summary>
Calculates the inverse of the matrix if it exists.
</summary>
</member>
<member name="M:GTA.Math.Matrix.Determinant">
<summary>
Calculates the determinant of the matrix.
</summary>
<returns>The determinant of the matrix.</returns>
</member>
<member name="M:GTA.Math.Matrix.FromArray(System.Single[])">
<summary>
Converts the matrix to an array of floats.
</summary>
</member>
<member name="P:GTA.Math.Matrix.HasInverse">
<summary>
Gets a value indicating whether this instance has an inverse matrix.
</summary>
</member>
<member name="P:GTA.Math.Matrix.IsIdentity">
<summary>
Gets a value indicating whether this instance is an identity matrix.
</summary>
</member>
<member name="P:GTA.Math.Matrix.Identity">
<summary>
Gets a <see cref="T:GTA.Math.Matrix" /> that represents an identity matrix.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M44">
<summary>
Gets or sets the element of the matrix that exists in the fourth row and fourth column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M43">
<summary>
Gets or sets the element of the matrix that exists in the fourth row and third column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M42">
<summary>
Gets or sets the element of the matrix that exists in the fourth row and second column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M41">
<summary>
Gets or sets the element of the matrix that exists in the fourth row and first column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M34">
<summary>
Gets or sets the element of the matrix that exists in the third row and fourth column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M33">
<summary>
Gets or sets the element of the matrix that exists in the third row and third column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M32">
<summary>
Gets or sets the element of the matrix that exists in the third row and second column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M31">
<summary>
Gets or sets the element of the matrix that exists in the third row and first column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M24">
<summary>
Gets or sets the element of the matrix that exists in the second row and fourth column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M23">
<summary>
Gets or sets the element of the matrix that exists in the second row and third column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M22">
<summary>
Gets or sets the element of the matrix that exists in the second row and second column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M21">
<summary>
Gets or sets the element of the matrix that exists in the second row and first column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M14">
<summary>
Gets or sets the element of the matrix that exists in the first row and fourth column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M13">
<summary>
Gets or sets the element of the matrix that exists in the first row and third column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M12">
<summary>
Gets or sets the element of the matrix that exists in the first row and second column.
</summary>
</member>
<member name="F:GTA.Math.Matrix.M11">
<summary>
Gets or sets the element of the matrix that exists in the first row and first column.
</summary>
</member>
<member name="T:GTA.Math.Matrix">
<summary>
Defines a 4x4 matrix.
</summary>
<unmanaged>D3DXMATRIX</unmanaged>
</member>
<member name="M:GTA.Tasks.PlayAnimation(System.String,System.String,System.Single,System.Single,System.Int32,GTA.AnimationFlags,System.Single)">
<summary>
Starts an animation.
</summary>
<param name="animDict">The animation dictionary.</param>
<param name="animName">The animation name.</param>
<param name="blendInSpeed">Normal value is 8.0.</param>
<param name="blendOutSpeed">Normal value is -8.0.</param>
<param name="duration">The duration.</param>
<param name="flags">The animation flags.</param>
<param name="playbackRate">Values are between 0.0 and 1.0.</param>
</member>
<member name="M:GTA.Tasks.PlayAnimation(System.String,System.String,System.Single,System.Int32,GTA.AnimationFlags)">
<summary>
Starts an animation.
</summary>
<param name="animDict">The animation dictionary.</param>
<param name="animName">The animation name.</param>
<param name="blendInSpeed">Normal value is 8.0.</param>
<param name="duration">The duration.</param>
<param name="flags">The animation flags.</param>
</member>
<member name="M:GTA.Tasks.PlayAnimation(System.String,System.String)">
<summary>
Starts an animation.
</summary>
<param name="animDict">The animation dictionary.</param>
<param name="animName">The animation name.</param>
</member>
<member name="P:GTA.Vehicle.SteeringScale">
<summary>
Gets or sets the steering scale.
</summary>
<value>A single between -1.0f (fully right) and 1.0f (fully left).</value>
</member>
<member name="P:GTA.Vehicle.SteeringAngle">
<summary>
Gets or sets the steering angle.
</summary>
<value>The steering angle in degrees.</value>
</member>
<member name="P:GTA.Vehicle.WheelSpeed">
<summary>
Gets the speed the wheels are spinning at
</summary>
<value>The speed in meters per second</value>
</member>
<member name="F:GTA.VehicleLockStatus.CanBeBrokenInto">
<summary>Can be broken into the car. if the glass is broken, the value will be set to 1.</summary>
</member>
<member name="F:GTA.VehicleLockStatus.StickPlayerInside">
<summary>Doesn't allow players to exit the vehicle with the exit vehicle key.</summary>
</member>
<member name="M:GTA.Math.Quaternion.Equals(GTA.Math.Quaternion@,GTA.Math.Quaternion@)">
<summary>
Determines whether the specified object instances are considered equal.
</summary>
<param name="value1" />
<param name="value2" />
<returns>
<c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Equals(GTA.Math.Quaternion)">
<summary>
Returns a value that indicates whether the current instance is equal to the specified object.
</summary>
<param name="other">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Equals(System.Object)">
<summary>
Returns a value that indicates whether the current instance is equal to a specified object.
</summary>
<param name="obj">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Quaternion.GetHashCode">
<summary>
Returns the hash code for this instance.
</summary>
<returns>A 32-bit signed integer hash code.</returns>
</member>
<member name="M:GTA.Math.Quaternion.ToString">
<summary>
Converts the value of the object to its equivalent string representation.
</summary>
<returns>The string representation of the value of this instance.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Inequality(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Equality(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_UnaryNegation(GTA.Math.Quaternion)">
<summary>
Reverses the direction of a given quaternion.
</summary>
<param name="quaternion">The quaternion to negate.</param>
<returns>A quaternion facing in the opposite direction.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Subtraction(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Subtracts two quaternions.
</summary>
<param name="left">The first quaternion to subtract.</param>
<param name="right">The second quaternion to subtract.</param>
<returns>The difference of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Addition(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Adds two quaternions.
</summary>
<param name="left">The first quaternion to add.</param>
<param name="right">The second quaternion to add.</param>
<returns>The sum of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Division(GTA.Math.Quaternion,System.Single)">
<summary>
Divides a quaternion by another.
</summary>
<param name="left">The first quaternion to divide.</param>
<param name="right">The second quaternion to divide.</param>
<returns>The divided quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Multiply(System.Single,GTA.Math.Quaternion)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="quaternion">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,System.Single)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="quaternion">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,GTA.Math.Vector3)">
<summary>
Rotates the point with rotation.
</summary>
<param name="rotation">The quaternion to rotate the vector.</param>
<param name="point">The vector to be rotated.</param>
<returns>The vector after rotation.</returns>
</member>
<member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Multiplies a quaternion by another.
</summary>
<param name="left">The first quaternion to multiply.</param>
<param name="right">The second quaternion to multiply.</param>
<returns>The multiplied quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Subtract(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Subtracts two quaternions.
</summary>
<param name="left">The first quaternion to subtract.</param>
<param name="right">The second quaternion to subtract.</param>
<returns>The difference of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
<summary>
Creates a quaternion given a yaw, pitch, and roll value.
</summary>
<param name="yaw">The yaw of rotation.</param>
<param name="pitch">The pitch of rotation.</param>
<param name="roll">The roll of rotation.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.RotationMatrix(GTA.Math.Matrix)">
<summary>
Creates a quaternion given a rotation matrix.
</summary>
<param name="matrix">The rotation matrix.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.RotationAxis(GTA.Math.Vector3,System.Single)">
<summary>
Creates a quaternion given a rotation and an axis.
</summary>
<param name="axis">The axis of rotation.</param>
<param name="angle">The angle of rotation.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Euler(GTA.Math.Vector3)">
<summary>
Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).
</summary>
<param name="euler">Euler angles in degrees.</param>
</member>
<member name="M:GTA.Math.Quaternion.Euler(System.Single,System.Single,System.Single)">
<summary>
eturns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).
</summary>
<param name="x">X degrees.</param>
<param name="y">Y degrees.</param>
<param name="z">Z degrees.</param>
</member>
<member name="M:GTA.Math.Quaternion.AngleBetween(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Returns the angle in degrees between two rotations a and b.
</summary>
<param name="a">The first quaternion to calculate angle.</param>
<param name="b">The second quaternion to calculate angle.</param>
<returns>The angle in degrees between two rotations a and b.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Normalize(GTA.Math.Quaternion)">
<summary>
Converts the quaternion into a unit quaternion.
</summary>
<param name="quaternion">The quaternion to normalize.</param>
<returns>The normalized quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Negate(GTA.Math.Quaternion)">
<summary>
Reverses the direction of a given quaternion.
</summary>
<param name="quaternion">The quaternion to negate.</param>
<returns>A quaternion facing in the opposite direction.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Multiply(GTA.Math.Quaternion,System.Single)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="quaternion">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Multiply(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Modulates a quaternion by another.
</summary>
<param name="left">The first quaternion to modulate.</param>
<param name="right">The second quaternion to modulate.</param>
<returns>The modulated quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.RotateTowards(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
<summary>
Rotates a rotation from towards to.
</summary>
<param name="from">From Quaternion.</param>
<param name="to">To Quaternion.</param>
<param name="maxDegreesDelta" />
</member>
<member name="M:GTA.Math.Quaternion.FromToRotation(GTA.Math.Vector3,GTA.Math.Vector3)">
<summary>
Creates a rotation which rotates from fromDirection to toDirection.
</summary>
</member>
<member name="M:GTA.Math.Quaternion.SlerpUnclamped(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
<summary>
Interpolates between two quaternions, using spherical linear interpolation. The parameter /t/ is not clamped.
</summary>
<param name="a" />
<param name="b" />
<param name="t" />
</member>
<member name="M:GTA.Math.Quaternion.Slerp(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
<summary>
Interpolates between two quaternions, using spherical linear interpolation..
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
<returns>The spherical linear interpolation of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Lerp(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
<summary>
Performs a linear interpolation between two quaternion.
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
<returns>The linear interpolation of the two quaternions.</returns>
<remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1 will cause <paramref name="end" /> to be returned.
</remarks>
</member>
<member name="M:GTA.Math.Quaternion.Invert(GTA.Math.Quaternion)">
<summary>
Conjugates and renormalizes the quaternion.
</summary>
<param name="quaternion">The quaternion to conjugate and renormalize.</param>
<returns>The conjugated and renormalized quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Dot(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Calculates the dot product of two quaternions.
</summary>
<param name="left">First source quaternion.</param>
<param name="right">Second source quaternion.</param>
<returns>The dot product of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Divide(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Divides a quaternion by another.
</summary>
<param name="left">The first quaternion to divide.</param>
<param name="right">The second quaternion to divide.</param>
<returns>The divided quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Add(GTA.Math.Quaternion,GTA.Math.Quaternion)">
<summary>
Adds two quaternions.
</summary>
<param name="left">The first quaternion to add.</param>
<param name="right">The second quaternion to add.</param>
<returns>The sum of the two quaternions.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Invert">
<summary>
Conjugates and renormalizes the quaternion.
</summary>
</member>
<member name="M:GTA.Math.Quaternion.Conjugate">
<summary>
Conjugates the quaternion.
</summary>
</member>
<member name="M:GTA.Math.Quaternion.Normalize">
<summary>
Converts the quaternion into a unit quaternion.
</summary>
</member>
<member name="M:GTA.Math.Quaternion.LengthSquared">
<summary>
Calculates the squared length of the quaternion.
</summary>
<returns>The squared length of the quaternion.</returns>
</member>
<member name="M:GTA.Math.Quaternion.Length">
<summary>
Calculates the length of the quaternion.
</summary>
<returns>The length of the quaternion.</returns>
</member>
<member name="P:GTA.Math.Quaternion.Angle">
<summary>
Gets the angle of the quaternion.
</summary>
</member>
<member name="P:GTA.Math.Quaternion.Axis">
<summary>
Gets the axis components of the quaternion.
</summary>
</member>
<member name="P:GTA.Math.Quaternion.Identity">
<summary>
Gets the identity <see cref="T:GTA.Math.Quaternion" /> (0, 0, 0, 1).
</summary>
</member>
<member name="M:GTA.Math.Quaternion.#ctor(GTA.Math.Vector3,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:GTA.Math.Quaternion" /> structure.
</summary>
<param name="value">A <see cref="T:GTA.Math.Vector3" /> containing the first three values of the quaternion.</param>
<param name="w">The W component of the quaternion.</param>
</member>
<member name="M:GTA.Math.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:GTA.Math.Quaternion" /> structure.
</summary>
<param name="x">The X component of the quaternion.</param>
<param name="y">The Y component of the quaternion.</param>
<param name="z">The Z component of the quaternion.</param>
<param name="w">The W component of the quaternion.</param>
</member>
<member name="F:GTA.Math.Quaternion.W">
<summary>
Gets or sets the W component of the quaternion.
</summary>
<value>The W component of the quaternion.</value>
</member>
<member name="F:GTA.Math.Quaternion.Z">
<summary>
Gets or sets the Z component of the quaternion.
</summary>
<value>The Z component of the quaternion.</value>
</member>
<member name="F:GTA.Math.Quaternion.Y">
<summary>
Gets or sets the Y component of the quaternion.
</summary>
<value>The Y component of the quaternion.</value>
</member>
<member name="F:GTA.Math.Quaternion.X">
<summary>
Gets or sets the X component of the quaternion.
</summary>
<value>The X component of the quaternion.</value>
</member>
<member name="P:GTA.World.WeatherTransition">
<summary>Gets or sets the current transition ratio of the weather.</summary>
<value>A Single representing the current time ratio between 0.0f and 1.0f.</value>
</member>
<member name="M:GTA.Math.Vector2.Equals(GTA.Math.Vector2@,GTA.Math.Vector2@)">
<summary>
Determines whether the specified object instances are considered equal.
</summary>
<param name="value1">The first value to compare.</param>
<param name="value2">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Vector2.Equals(GTA.Math.Vector2)">
<summary>
Returns a value that indicates whether the current instance is equal to the specified object.
</summary>
<param name="other">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Vector2.Equals(System.Object)">
<summary>
Returns a value that indicates whether the current instance is equal to a specified object.
</summary>
<param name="obj">Object to make the comparison with.</param>
<returns>
<c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
</member>
<member name="M:GTA.Math.Vector2.GetHashCode">
<summary>
Returns the hash code for this instance.
</summary>
<returns>A 32-bit signed integer hash code.</returns>
</member>
<member name="M:GTA.Math.Vector2.ToString">
<summary>
Converts the value of the object to its equivalent string representation.
</summary>
<returns>The string representation of the value of this instance.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Inequality(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Equality(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns>
<c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Division(GTA.Math.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="vector">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Multiply(System.Single,GTA.Math.Vector2)">
<summary>
Scales a vector by the given value.
</summary>
<param name="vector">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Multiply(GTA.Math.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="vector">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_UnaryNegation(GTA.Math.Vector2)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Subtraction(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:GTA.Math.Vector2.op_Addition(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:GTA.Math.Vector2.Maximize(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="value1">The first source vector.</param>
<param name="value2">The second source vector.</param>
<returns>A vector containing the largest components of the source vectors.</returns>
</member>
<member name="M:GTA.Math.Vector2.Minimize(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="value1">The first source vector.</param>
<param name="value2">The second source vector.</param>
<returns>A vector containing the smallest components of the source vectors.</returns>
</member>
<member name="M:GTA.Math.Vector2.Reflect(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Returns the reflection of a vector off a surface that has the specified normal.
</summary>
<param name="vector">The source vector.</param>
<param name="normal">Normal of the surface.</param>
<returns>The reflected vector.</returns>
<remarks>Reflect only gives the direction of a reflection off a surface, it does not determine
whether the original vector was close enough to the surface to hit it.</remarks>
</member>
<member name="M:GTA.Math.Vector2.Dot(GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<returns>The dot product of the two vectors.</returns>
</member>
<member name="M:GTA.Math.Vector2.Normalize(GTA.Math.Vector2)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="vector">The vector to normalize.</param>
<returns>The normalized vector.</returns>
</member>
<member name="M:GTA.Math.Vector2.Lerp(GTA.Math.Vector2,GTA.Math.Vector2,System.Single)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
<returns>The linear interpolation of the two vectors.</returns>
<remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1 will cause <paramref name="end" /> to be returned.
</remarks>
</member>
<member name="M:GTA.Math.Vector2.Clamp(GTA.Math.Vector2,GTA.Math.Vector2,GTA.Math.Vector2)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<returns>The clamped value.</returns>
</member>
<member name="M:GTA.Math.Vector2.Negate(GTA.Math.Vector2)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:GTA.Math.Vector2.Divide(GTA.Math.Vector2,System.Single)">
<summary>
Scales a vector by the given value.