class game
VehicleSystem
game.VehicleSystem
- 1 property
- 28 functions
Extends game.IVehicleSystem game.IGameSystem IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
restrictionTags | CName[] | 0x0 | scripted |
Functions
bool SpawnActivePlayerVehicle(game.data.VehicleType? vehicleType)RTTIre.Hooks.Place( "gameVehicleSystem", "SpawnActivePlayerVehicle", (VehicleSystem_SpawnActivePlayerVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SpawnActivePlayerVehicle( game.VehicleSystem self, game.data.VehicleType? vehicleType );bool SpawnPlayerVehicle(game.data.VehicleType? vehicleType, TDBID? vehicleID, bool? spawnOnlyOnValidRoad)RTTIre.Hooks.Place( "gameVehicleSystem", "SpawnPlayerVehicle", (VehicleSystem_SpawnPlayerVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SpawnPlayerVehicle( game.VehicleSystem self, game.data.VehicleType? vehicleType, TDBID? vehicleID, bool? spawnOnlyOnValidRoad );bool IsActivePlayerVehicleOnCooldown(game.data.VehicleType? vehicleType)RTTIre.Hooks.Place( "gameVehicleSystem", "IsActivePlayerVehicleOnCooldown", (VehicleSystem_IsActivePlayerVehicleOnCooldown x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_IsActivePlayerVehicleOnCooldown( game.VehicleSystem self, game.data.VehicleType? vehicleType );bool IsPlayerVehicleOnCooldown(game.data.VehicleType? vehicleType, TDBID? vehicleID)RTTIre.Hooks.Place( "gameVehicleSystem", "IsPlayerVehicleOnCooldown", (VehicleSystem_IsPlayerVehicleOnCooldown x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_IsPlayerVehicleOnCooldown( game.VehicleSystem self, game.data.VehicleType? vehicleType, TDBID? vehicleID );void ToggleSummonMode()RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "ToggleSummonMode", (VehicleSystem_ToggleSummonMode x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_ToggleSummonMode( game.VehicleSystem self );void DespawnPlayerVehicle(vehicle.GarageVehicleID vehicleID)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "DespawnPlayerVehicle", (VehicleSystem_DespawnPlayerVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_DespawnPlayerVehicle( game.VehicleSystem self, vehicle.GarageVehicleID vehicleID );void UnregisterPlayerVehicle(vehicle.GarageVehicleID vehicleID)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "UnregisterPlayerVehicle", (VehicleSystem_UnregisterPlayerVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_UnregisterPlayerVehicle( game.VehicleSystem self, vehicle.GarageVehicleID vehicleID );bool EnablePlayerVehicle(string vehicle, bool enable, bool? despawnIfDisabling)RTTIre.Hooks.Place( "gameVehicleSystem", "EnablePlayerVehicle", (VehicleSystem_EnablePlayerVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_EnablePlayerVehicle( game.VehicleSystem self, string vehicle, bool enable, bool? despawnIfDisabling );void EnableAllPlayerVehicles()RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "EnableAllPlayerVehicles", (VehicleSystem_EnableAllPlayerVehicles x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_EnableAllPlayerVehicles( game.VehicleSystem self );void SetRammingAttemptDuration(float value)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "SetRammingAttemptDuration", (VehicleSystem_SetRammingAttemptDuration x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SetRammingAttemptDuration( game.VehicleSystem self, float value );void SetRammingUponCollisionDuration(float value)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "SetRammingUponCollisionDuration", (VehicleSystem_SetRammingUponCollisionDuration x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SetRammingUponCollisionDuration( game.VehicleSystem self, float value );void SetSuicideSpeedChancePercentage(float value)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "SetSuicideSpeedChancePercentage", (VehicleSystem_SetSuicideSpeedChancePercentage x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SetSuicideSpeedChancePercentage( game.VehicleSystem self, float value );bool CanDriverShootInCarChase(ent.EntityID vehicleID)RTTIre.Hooks.Place( "gameVehicleSystem", "CanDriverShootInCarChase", (VehicleSystem_CanDriverShootInCarChase x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_CanDriverShootInCarChase( game.VehicleSystem self, ent.EntityID vehicleID );bool CanPassengersShootInCarChase(ent.EntityID vehicleID)RTTIre.Hooks.Place( "gameVehicleSystem", "CanPassengersShootInCarChase", (VehicleSystem_CanPassengersShootInCarChase x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_CanPassengersShootInCarChase( game.VehicleSystem self, ent.EntityID vehicleID );void GetPlayerVehicles(out vehicle.PlayerVehicle[] vehicles)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "GetPlayerVehicles", (VehicleSystem_GetPlayerVehicles x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_GetPlayerVehicles( game.VehicleSystem self, vehicle.PlayerVehicle[] vehicles );void GetPlayerUnlockedVehicles(out vehicle.PlayerVehicle[] unlockedVehicles)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "GetPlayerUnlockedVehicles", (VehicleSystem_GetPlayerUnlockedVehicles x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_GetPlayerUnlockedVehicles( game.VehicleSystem self, vehicle.PlayerVehicle[] unlockedVehicles );bool IsVehiclePlayerUnlocked(TDBID recordID)RTTIre.Hooks.Place( "gameVehicleSystem", "IsVehiclePlayerUnlocked", (VehicleSystem_IsVehiclePlayerUnlocked x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_IsVehiclePlayerUnlocked( game.VehicleSystem self, TDBID recordID );vehicle.PlayerVehicle GetActivePlayerVehicle(game.data.VehicleType? vehicleType)RTTIre.Hooks.Place( "gameVehicleSystem", "GetActivePlayerVehicle", (VehicleSystem_GetActivePlayerVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.vehicle.PlayerVehicle>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_GetActivePlayerVehicle( game.VehicleSystem self, game.data.VehicleType? vehicleType );void TogglePlayerActiveVehicle(vehicle.GarageVehicleID vehicleID, game.data.VehicleType vehicleType, bool enable)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "TogglePlayerActiveVehicle", (VehicleSystem_TogglePlayerActiveVehicle x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_TogglePlayerActiveVehicle( game.VehicleSystem self, vehicle.GarageVehicleID vehicleID, game.data.VehicleType vehicleType, bool enable );bool TogglePlayerFavoriteVehicle(vehicle.GarageVehicleID vehicleID)RTTIre.Hooks.Place( "gameVehicleSystem", "TogglePlayerFavoriteVehicle", (VehicleSystem_TogglePlayerFavoriteVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_TogglePlayerFavoriteVehicle( game.VehicleSystem self, vehicle.GarageVehicleID vehicleID );void ResetChaseManager()RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "ResetChaseManager", (VehicleSystem_ResetChaseManager x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_ResetChaseManager( game.VehicleSystem self );void SetChaseManagerLimit(int limit)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "SetChaseManagerLimit", (VehicleSystem_SetChaseManagerLimit x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_SetChaseManagerLimit( game.VehicleSystem self, int limit );void EnablePlayerVehicleCollision(bool enable)RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "EnablePlayerVehicleCollision", (VehicleSystem_EnablePlayerVehicleCollision x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_EnablePlayerVehicleCollision( game.VehicleSystem self, bool enable );CName[] GetVehicleRestrictions()RTTIvoid OnVehicleSystemAttach()RTTIre.Hooks.PlaceVoid( "gameVehicleSystem", "OnVehicleSystemAttach;", (VehicleSystem_OnVehicleSystemAttach x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_OnVehicleSystemAttach( game.VehicleSystem self );bool OnSummonVehicleFailed()RTTIre.Hooks.Place( "gameVehicleSystem", "OnSummonVehicleFailed", (VehicleSystem_OnSummonVehicleFailed x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_OnSummonVehicleFailed( game.VehicleSystem self );static bool IsPlayerInVehicle(ScriptGameInstance game)staticRTTI globalre.Hooks.Place( "gameVehicleSystem", "gameVehicleSystem::IsPlayerInVehicle;GameInstance", (VehicleSystem_IsPlayerInVehicle x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_IsPlayerInVehicle( ScriptGameInstance game );static bool IsSummoningVehiclesRestricted(ScriptGameInstance game)staticRTTI globalre.Hooks.Place( "gameVehicleSystem", "gameVehicleSystem::IsSummoningVehiclesRestricted;GameInstance", (VehicleSystem_IsSummoningVehiclesRestricted x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct VehicleSystem_IsSummoningVehiclesRestricted( ScriptGameInstance game );