Table of Contents

Namespace SampSharp.Entities.SAMP

Classes

Actor

Represents a component which provides the data and functionality of an actor.

BaseGangZone

Provides the shared data and functionality of a gang zone, regardless of whether it is global (GangZone) or scoped to a single player (PlayerGangZone).

BasePickup

Provides the shared data and functionality of a pickup, regardless of whether it is global (Pickup) or scoped to a single player (PlayerPickup).

Class

Represents a component which provides the data and functionality of a player spawn class.

ConsoleCommandCollection

Represents a collection of console commands.

ConsoleCommandSender

Represents a console command sender.

DialogRowCollection<T>

Represents a collection of dialog rows.

GangZone

Represents a global gang zone visible to any subset of players via Show() / Show(Player). For zones that logically belong to a single player, use PlayerGangZone.

GlobalObject

Represents a component which provides the data and functionality of an object.

IdProvider

Represents a component which provides an identifier.

InputDialog

Represents a dialog with an input field.

InvalidPlayerNameException

An exception thrown when a player name is invalid.

ListDialog

Represents a dialog with a list of selectable rows.

ListDialogRow

Represents a row in a ListDialog.

ListDialogRowCollection

Represents a collection of dialog rows of type ListDialogRow.

Menu

Represents a component which provides the data and functionality of a menu.

MessageDialog

Represents a dialog with a message.

Npc

ECS-side wrapper around an open.mp INPC (a server-controlled bot built on top of an IPlayer).

Pickup

Represents a global pickup. For pickups that logically belong to a single player, use PlayerPickup.

Player

Represents a component which provides the data and functionality of a player.

PlayerGangZone

Represents a gang zone that is logically owned by a single player. Created via CreatePlayerGangZone(Player, Vector2, Vector2, EntityId), which binds the gang zone's legacy ID to the owning player.

PlayerObject

Represents a component which provides the data and functionality of a player object.

PlayerPickup

Represents a pickup that is logically owned by a single player. Created via CreatePlayerPickup(Player, int, PickupType, Vector3, int, EntityId), which binds the pickup's legacy ID to the owning player.

PlayerSpawnData

Represents the spawn configuration data for a player class.

PlayerTextDraw

Represents a component which provides the data and functionality of a per-player text draw.

PlayerTextLabel

Represents a component which provides the data and functionality of a per-player 3D text label.

PlayerWeaponSlots

Represents a collection of weapon slots for a player spawn class.

ShopName

Contains all shop names.

TablistDialog

Represents a dialog with a list of selectable rows with columns.

TablistDialogRow

Represents a row in a TablistDialog.

TablistDialogRowCollection

Represents a collection of dialog rows of type TablistDialogRow.

TextDraw

Represents a component which provides the data and functionality of a text draw.

TextLabel

Represents a component which provides the data and functionality of a 3D text label.

Vehicle

Represents a component which provides the data and functionality of a vehicle.

VisibleDialog

A component which contains the data of the currently visible dialog.

WorldEntity

Represents a component which exists in the 3D world.

Structs

Color

Represents a hexadecimal color.

DialogResult

Represents a raw response value to a dialog.

InputDialogResponse

Represents a response to a InputDialog.

ListDialogResponse

Represents a response to a ListDialog.

MessageDialogResponse

Represents a response to a MessageDialog.

NetworkStats

Represents the network statistics of a player.

PlayerWeaponSlot

Represents a weapon slot containing a weapon and its ammunition count.

TablistDialogResponse

Represents a response to a TablistDialog.

VehicleParameters

Represents a set of vehicle parameters.

VehicleSpawnInfo

Describes the data used to spawn (and respawn) a vehicle.

Interfaces

IConfigService

Provides typed access to the open.mp server config (config.json / runtime values).

ICustomModelsService

Provides access to the open.mp custom-models component.

IDialog

Provides the functionality of a dialog definition.

IDialogRow

Provides the functionality of a dialog row

IDialogService

Provides the functionality for showing dialogs to players.

IDialog<TResponse>

Provides the functionality of a dialog definition with a specialized dialog response struct of type TResponse.

INpcService

Provides access to global NPC infrastructure: path containers, movement recordings, and node navigation.

IOmpEntityProvider

Provides methods for getting ECS entities/components for open.mp entities. For entities created through SampSharp.Entities, the existing entities and components are returned. For foreign entities (entities created through other scripts or open.mp components) new ECS entities and components are created and returned where possible.

IServerService

Provides functionality for controlling the SA:MP server.

IVehicleInfoService

Provides functionality for getting information about vehicle models and components.

IWorldService

Provides functionality for adding entities to and controlling the SA:MP world.

Enums

BodyPart

Contains all available body parts.

Bone

Contains every bone in a player's body.

BulletHitType

Contains all types of things bullets can hit.

CameraCut

Contains all camera cut styles.

CameraMode

Contains all camera modes.

CarModType

Contains all modification types of vehicles.

CheckpointType

Contains all race checkpoint types.

ColorFormat

Contains different formats of String representations of Color instances.

ConnectionStatus

Contains the connection status values possible for player connections.

DialogResponse

Contains types of responses to a dialog.

DialogStyle

Contains all dialog styles.

DisconnectReason

Contains all reasons for a player to disconnect.

EditObjectResponse

Contains all object editing responses.

EnterExit

Contains all enter/exit garage states.

ExplosionType

Contains all types of explosions with description

FightStyle

Contains all fighting styles.

GameTextStyle

Specifies the style of a game text, which determines its font and alignment and other characteristics.

Keys

Contains all detectable keys.

MapIcon

Contains all map icons.

MapIconType

Contains all map icon styles.

ObjectMaterialSize

Contains all object material sizes.

ObjectMaterialTextAlign

Contains all object material alignments.

ObjectType

Contains all object types

PickupType

Contains all pickup types

PlayerAnimationSyncType

Represents the synchronization type for a player's animation.

PlayerClickSource

Contains all player click sources.

PlayerMarkersMode

Contains all PlayerMarker modes.

PlayerRecordingType

Contains all PlayerRecording types.

PlayerState

Contains all player states.

ServerVarType

Contains all server variable types.

SpecialAction

Contains all special actions.

SpectateMode

Contains all spectating modes.

TextDrawAlignment

Contains all text draw alignments.

TextDrawFont

Contains all fonts.

VehicleCategory

Contains all vehicle categories.

VehicleModelInfoType

Contains all vehicle model information types.

VehicleModelType

Contains all vehicle models.

VehicleParameterValue

Contains all vehicle param values.

Weapon

Contains all weapons.

WeaponSkill

Contains all weapon skills types.

WeaponSlot

Represents an open.mp weapon slot.

WeaponState

Contains all weapon states.