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View matchingOverloadTemplate.d
template matchingOverload(alias funcSymbol, Args...)
{
private template parametersMatch(alias funcSymbol, T...)
{
import std.traits : Parameters;
enum parametersMatch = is(Parameters!funcSymbol == T);
}
static foreach(s; __traits(getOverloads, __traits(parent, funcSymbol), __traits(identifier, funcSymbol)))
{
@alexguirre
alexguirre / Particles Effects Dump.txt
Last active Nov 8, 2020
GTA V Particle Effects Dump
View Particles Effects Dump.txt
# Thanks to CodeWalker for the code to read .ypt files: https://github.com/dexyfex/CodeWalker
#
# Format:
# [asset_name]
# effect_name_1
# effect_name_2
#
[core]
bul_gravel_heli
View EuphoriaMessages.cs
// Generated by GTA V Euphoria Behaviours Parser v1.2.0.0 by alexguirre
namespace Rage.Euphoria
{
using Rage;
using Rage.Euphoria;
using Rage.Attributes;
/// <summary>
///
/// </summary>
View DamagePack.cs
internal static class DamagePack
{
public static void ApplyDamagePack(this Ped ped, string damagePackName, float damage, float multiplier)
{
NativeFunction.Natives.ApplyPedDamagePack(ped, damagePackName, damage, multiplier);
}
public const string BigHitByVehicle = "BigHitByVehicle";
public const string SCR_Dumpster = "SCR_Dumpster";
public const string SCR_Torture = "SCR_Torture";
View LoopedParticle.cs
// System
using System.Drawing;
// RPH
using Rage;
using Rage.Native;
internal class LoopedParticle : IHandleable
{
public string AssetName { get; }
View Decal.cs
// System
using System.Drawing;
// RPH
using Rage;
using Rage.Native;
internal class Decal
{
public uint Handle { get; }
View WeaponHashEx.cs
internal enum WeaponHashEx : uint
{
Unarmed = 2725352035,
Animal = 4194021054,
Cougar = 148160082,
Knife = 2578778090,
Nightstick = 1737195953,
Hammer = 1317494643,
Bat = 2508868239,
GolfClub = 1141786504,
View PedHeadshot.cs
using Rage;
using Rage.Native;
internal class PedHeadshot
{
private uint handle;
public uint Handle { get { return handle; } }
private Ped ped;
public Ped Ped { get { return ped; } }
View Sound.cs
using Rage;
using Rage.Native;
internal class Sound
{
public int Id { get; set; }
public Sound(int id)
{
this.Id = id;
View RotatedVector3.cs
// RPH
using Rage;
internal struct RotatedVector3
{
public readonly Vector3 Position;
public readonly Rotator Rotation;
public readonly float Heading;
public RotatedVector3(Vector3 position, float heading)
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