ScriptHookVDotNet v3.2.0
NativeHashes
enums are updated (v3 API only). Compiled scripts do not take effect since enums are embedded as constants when directly used. See f0ae67b for the changes.
Changelog
-
Fixed
NaturalMotion.Euphoria
. Now required memory offsets for the class are retrieved using memory patterns. -
Added
Native.Function.Call
overloads with 0 to 16 normalInputArgument
parameters. These overloads are provided mainly for performance.- This is also added in v2 API mainly for the API itself to improve performance, but you can use these overloads in scripts.
-
Added
GameVersionNotSupportedException
- This will be thrown if the properties or methods that are not supported in the game version you are playing (some certain getter properties or methods will return the default value instead).
-
Added
EntityDamageRecord
struct,EntityDamageRecordCollection
class, andEntity.DamageRecords
-
Added
Projectile
class,World.GetAllProjectiles()
,World.GetNearbyProjectiles()
,World.GetClosestProjectile()
,World.ProjectileCount
, andWorld.ProjectileCapacity
-
Added
MeasurementSystem
enum andGame.MeasurementSystem
-
Added
PlayerTargetingMode
enum andGame.PlayerTargetingMode
-
Added
Game.IsVibrationEnabled
andGame.GetProfileSetting()
-
Added
EntityPopulationType
enums andEntity.PopulationType
-
Added the setter of
Entity.RotationVelocity
, andEntity.WorldRotationVelocity
-
Added
Model.IsAnimalPed
,Model.IsFemalePed
,Model.IsGangPed
,Model.IsHumanPed
,Model.IsMalePed
,Model.IsMotorcycle
, andModel.IsSubmarine
, -
Added the getter of
Ped.CanBeTargetted
-
Added
Ped.SetIsPersistentNoClearTask()
andPed.GetAllLoadedModelsAppropriateForAmbientPeds()
-
Added
Player.LockedOnEntity
property -
Added
VehicleType
enum,Vehicle.Type
,Vehicle.IsRegularAutomobile
,Vehicle.IsAmphibiousAutomobile
,Vehicle.IsAutomobile
,Vehicle.IsRegularQuadBike
,Vehicle.IsAmphibiousQuadBike
,Vehicle.IsQuadBike
,Vehicle.IsAmphibious
,Vehicle.IsTrailer
,Vehicle.IsPlane
,Vehicle.IsHelicopter
,Vehicle.IsBlimp
,Vehicle.IsMotorcycle
,Vehicle.IsBicycle
,Vehicle.IsBike
,Vehicle.IsBoat
,Vehicle.IsTrain
, andVehicle.IsSubmarine
- These properties are added mainly for performance. Accessing these properties will be faster than accessing the equivalent properties of
Model
viaVehicle.Model
.
- These properties are added mainly for performance. Accessing these properties will be faster than accessing the equivalent properties of
-
Added
Vehicle.IsConsideredDestroyed
,Vehicle.GetModelMakeName()
,Vehicle.GetModelType()
,Vehicle.GetAllModelsOfType()
, andVehicle.GetAllLoadedModelsAppropriateForAmbientVehicles()
-
Added
VehicleWheelBoneId
enum,VehicleWheel.MemoryAddress
,VehicleWheel.BoneId
,VehicleWheel.LastContactPosition
,VehicleWheel.SteeringLimitMultiplier
,VehicleWheel.Temperature
,VehicleWheel.IsTouchingSurface
,VehicleWheel.IsTireOnFire
,VehicleWheel.IsSteeringWheel
,VehicleWheel.IsDrivingWheel
,VehicleWheel.IsPunctured
,VehicleWheel.IsBursted
,VehicleWheel.Health
,VehicleWheel.TireHealth
,VehicleWheel.Fix()
with abool
overload,VehicleWheel.Puncture()
, andVehicleWheel.Burst()
-
Added
Weapon.GetAllWeaponHashesForHumanPeds()
,WeaponComponent.GetAllHashes()
WeaponAsset.IsValidAsWeaponHash
-
Added
World.IsClockPaused
andWorld.MillisecondsPerGameMinute
-
Added a new overload for
World.CreateRandomPed()
-
Added
World.CreateRandomVehicle()
with a new signature- Removed the old signature of
CreateRandomVehicle
since it did not work at all in all the versions of SHVDN
- Removed the old signature of
-
Added and
PlayerTargetingMode
enums -
Added
Screen.AreScreenKillEffectsEnabled
,Screen.IsHelpTextDisplayed
,Screen.ShowSubtitle()
with additional parameters, andScreen.ClearHelpText()
-
Added new or missing peds, vehicles, weapons, weapon components, radio stations, blip sprites, explosion types, checkpoint icon type, radio station, and vehicle color to
PedHash
,VehicleHash
,WeaponHash
,WeaponComponentHash
,RadioStation
,BlipSprite
,ExplosionType
,CheckpointIcon
,RadioStation
, andVehicleColor
enums -
Added the correct enum names to
RagdollType
and mark the old and incorrect enum names ofRagdollType
as obsolete -
Added additional shortcut to remove the right character of the cursor with
Ctrl + D
in console -
Added additional shortcut to remove the left character of the cursor with
Ctrl + H
in console -
Added the ability to transpose two characters around the cursor with
Ctrl + T
in console -
Added the ability to keep console history after reloading scripts
-
Fixed
Blip.DisplayType
,Blip.CategoryType
,Blip.Priority
,Blip.NumberLabel
,Blip.Rotation
,Blip.RotationFloat
,Blip.ScaleY
returning a incorrect value in v1.0.877.1 or earlier versions -
Fixed
Model.IsBlimp
,Model.IsSubmarineCar
,Model.IsTrailer
returning a incorrect value in v1.0.877.1 or earlier versions -
Fixed All of the properties of
Checkpoint
andCheckpoint.Exists()
crashing the game on access -
Fixed
Weapon.GetDisplayNameFromHash
returningWT_INVALID
when some of the weapon hashes that are present in the stock game is present -
Fixed
Weapon.GetDisplayNameFromHash
returningWT_INVALID
when some of the weapon hashes that are present in the stock game is present -
Fixed throwing
NullReferenceException
whenWeaponCompoent.Active
,WeaponCompoent.DisplayName
,WeaponCompoent.LocalizedName
is accessed via the instance for the invalid component. Now returnsfalse
or the empty string if accessed via the instance for the invalid component. -
Made
Entity.MarkAsNoLongerNeeded()
in v3 API not setting the handle to zero (now behaves in the same way as that in v2 API)Entity.Delete()
in v3 API still sets the handle to zero, so be aware! If you need to remove entities from collecitions such asDictionary
, remove them from these collection before deting entities from the game.
-
Made getting entities handles with the methods in
World
class faster -
Made pushing
string
s to native functions faster -
Made
Entity.FromHandle
andEntity.EntityType
values faster -
Made
World.WaypointBlip
andWorld.WaypointPosition
get values faster -
Made
WeaponComponent.AttachmentPoint
get value faster -
Made
Weapon.Components
load all compatible weapon components faster -
Made
Screen.ShowHelpTextThisFrame()
show texts only one frame -
Made all of the ped and vehicle properties that directly access to memory more future-proof by using memory patterns, preventing some scripts from easily not working by game updates