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tdancetv2 Jan 24th, 2018 77 Never
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  1. <?xml version="1.0"?>
  2. <doc>
  3.     <assembly>
  4.         "ScriptHookVDotNet"
  5.     </assembly>
  6.     <members>
  7.         <member name="P:GTA.World.WeatherTransition">
  8.             <summary>Gets or sets the current transition ratio of the weather.</summary>
  9.             <value>A Single representing the current time ratio between 0.0f and 1.0f.</value>
  10.         </member>
  11.         <member name="M:GTA.Math.Vector2.Equals(GTA.Math.Vector2@,GTA.Math.Vector2@)">
  12.             <summary>
  13. Determines whether the specified object instances are considered equal.
  14. </summary>
  15.             <param name="value1">The first value to compare.</param>
  16.             <param name="value2">The second value to compare.</param>
  17.             <returns>
  18.                 <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
  19. if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
  20.         </member>
  21.         <member name="M:GTA.Math.Vector2.Equals(GTA.Math.Vector2)">
  22.             <summary>
  23. Returns a value that indicates whether the current instance is equal to the specified object.
  24. </summary>
  25.             <param name="other">Object to make the comparison with.</param>
  26.             <returns>
  27.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  28.         </member>
  29.         <member name="M:GTA.Math.Vector2.Equals(System.Object)">
  30.             <summary>
  31. Returns a value that indicates whether the current instance is equal to a specified object.
  32. </summary>
  33.             <param name="obj">Object to make the comparison with.</param>
  34.             <returns>
  35.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  36.         </member>
  37.         <member name="M:GTA.Math.Vector2.GetHashCode">
  38.             <summary>
  39. Returns the hash code for this instance.
  40. </summary>
  41.             <returns>A 32-bit signed integer hash code.</returns>
  42.         </member>
  43.         <member name="M:GTA.Math.Vector2.ToString">
  44.             <summary>
  45. Converts the value of the object to its equivalent string representation.
  46. </summary>
  47.             <returns>The string representation of the value of this instance.</returns>
  48.         </member>
  49.         <member name="M:GTA.Math.Vector2.op_Inequality(GTA.Math.Vector2,GTA.Math.Vector2)">
  50.             <summary>
  51. Tests for inequality between two objects.
  52. </summary>
  53.             <param name="left">The first value to compare.</param>
  54.             <param name="right">The second value to compare.</param>
  55.             <returns>
  56.                 <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
  57.         </member>
  58.         <member name="M:GTA.Math.Vector2.op_Equality(GTA.Math.Vector2,GTA.Math.Vector2)">
  59.             <summary>
  60. Tests for equality between two objects.
  61. </summary>
  62.             <param name="left">The first value to compare.</param>
  63.             <param name="right">The second value to compare.</param>
  64.             <returns>
  65.                 <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
  66.         </member>
  67.         <member name="M:GTA.Math.Vector2.op_Division(GTA.Math.Vector2,System.Single)">
  68.             <summary>
  69. Scales a vector by the given value.
  70. </summary>
  71.             <param name="vector">The vector to scale.</param>
  72.             <param name="scale">The amount by which to scale the vector.</param>
  73.             <returns>The scaled vector.</returns>
  74.         </member>
  75.         <member name="M:GTA.Math.Vector2.op_Multiply(System.Single,GTA.Math.Vector2)">
  76.             <summary>
  77. Scales a vector by the given value.
  78. </summary>
  79.             <param name="vector">The vector to scale.</param>
  80.             <param name="scale">The amount by which to scale the vector.</param>
  81.             <returns>The scaled vector.</returns>
  82.         </member>
  83.         <member name="M:GTA.Math.Vector2.op_Multiply(GTA.Math.Vector2,System.Single)">
  84.             <summary>
  85. Scales a vector by the given value.
  86. </summary>
  87.             <param name="vector">The vector to scale.</param>
  88.             <param name="scale">The amount by which to scale the vector.</param>
  89.             <returns>The scaled vector.</returns>
  90.         </member>
  91.         <member name="M:GTA.Math.Vector2.op_UnaryNegation(GTA.Math.Vector2)">
  92.             <summary>
  93. Reverses the direction of a given vector.
  94. </summary>
  95.             <param name="value">The vector to negate.</param>
  96.             <returns>A vector facing in the opposite direction.</returns>
  97.         </member>
  98.         <member name="M:GTA.Math.Vector2.op_Subtraction(GTA.Math.Vector2,GTA.Math.Vector2)">
  99.             <summary>
  100. Subtracts two vectors.
  101. </summary>
  102.             <param name="left">The first vector to subtract.</param>
  103.             <param name="right">The second vector to subtract.</param>
  104.             <returns>The difference of the two vectors.</returns>
  105.         </member>
  106.         <member name="M:GTA.Math.Vector2.op_Addition(GTA.Math.Vector2,GTA.Math.Vector2)">
  107.             <summary>
  108. Adds two vectors.
  109. </summary>
  110.             <param name="left">The first vector to add.</param>
  111.             <param name="right">The second vector to add.</param>
  112.             <returns>The sum of the two vectors.</returns>
  113.         </member>
  114.         <member name="M:GTA.Math.Vector2.Maximize(GTA.Math.Vector2,GTA.Math.Vector2)">
  115.             <summary>
  116. Returns a vector containing the largest components of the specified vectors.
  117. </summary>
  118.             <param name="value1">The first source vector.</param>
  119.             <param name="value2">The second source vector.</param>
  120.             <returns>A vector containing the largest components of the source vectors.</returns>
  121.         </member>
  122.         <member name="M:GTA.Math.Vector2.Minimize(GTA.Math.Vector2,GTA.Math.Vector2)">
  123.             <summary>
  124. Returns a vector containing the smallest components of the specified vectors.
  125. </summary>
  126.             <param name="value1">The first source vector.</param>
  127.             <param name="value2">The second source vector.</param>
  128.             <returns>A vector containing the smallest components of the source vectors.</returns>
  129.         </member>
  130.         <member name="M:GTA.Math.Vector2.Reflect(GTA.Math.Vector2,GTA.Math.Vector2)">
  131.             <summary>
  132. Returns the reflection of a vector off a surface that has the specified normal.
  133. </summary>
  134.             <param name="vector">The source vector.</param>
  135.             <param name="normal">Normal of the surface.</param>
  136.             <returns>The reflected vector.</returns>
  137.             <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine
  138. whether the original vector was close enough to the surface to hit it.</remarks>
  139.         </member>
  140.         <member name="M:GTA.Math.Vector2.Dot(GTA.Math.Vector2,GTA.Math.Vector2)">
  141.             <summary>
  142. Calculates the dot product of two vectors.
  143. </summary>
  144.             <param name="left">First source vector.</param>
  145.             <param name="right">Second source vector.</param>
  146.             <returns>The dot product of the two vectors.</returns>
  147.         </member>
  148.         <member name="M:GTA.Math.Vector2.Normalize(GTA.Math.Vector2)">
  149.             <summary>
  150. Converts the vector into a unit vector.
  151. </summary>
  152.             <param name="vector">The vector to normalize.</param>
  153.             <returns>The normalized vector.</returns>
  154.         </member>
  155.         <member name="M:GTA.Math.Vector2.Lerp(GTA.Math.Vector2,GTA.Math.Vector2,System.Single)">
  156.             <summary>
  157. Performs a linear interpolation between two vectors.
  158. </summary>
  159.             <param name="start">Start vector.</param>
  160.             <param name="end">End vector.</param>
  161.             <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
  162.             <returns>The linear interpolation of the two vectors.</returns>
  163.             <remarks>
  164. This method performs the linear interpolation based on the following formula.
  165. <code>start + (end - start) * amount</code>
  166. 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.
  167. </remarks>
  168.         </member>
  169.         <member name="M:GTA.Math.Vector2.Clamp(GTA.Math.Vector2,GTA.Math.Vector2,GTA.Math.Vector2)">
  170.             <summary>
  171. Restricts a value to be within a specified range.
  172. </summary>
  173.             <param name="value">The value to clamp.</param>
  174.             <param name="min">The minimum value.</param>
  175.             <param name="max">The maximum value.</param>
  176.             <returns>The clamped value.</returns>
  177.         </member>
  178.         <member name="M:GTA.Math.Vector2.Negate(GTA.Math.Vector2)">
  179.             <summary>
  180. Reverses the direction of a given vector.
  181. </summary>
  182.             <param name="value">The vector to negate.</param>
  183.             <returns>A vector facing in the opposite direction.</returns>
  184.         </member>
  185.         <member name="M:GTA.Math.Vector2.Divide(GTA.Math.Vector2,System.Single)">
  186.             <summary>
  187. Scales a vector by the given value.
  188. </summary>
  189.             <param name="value">The vector to scale.</param>
  190.             <param name="scale">The amount by which to scale the vector.</param>
  191.             <returns>The scaled vector.</returns>
  192.         </member>
  193.         <member name="M:GTA.Math.Vector2.Modulate(GTA.Math.Vector2,GTA.Math.Vector2)">
  194.             <summary>
  195. Modulates a vector by another.
  196. </summary>
  197.             <param name="left">The first vector to modulate.</param>
  198.             <param name="right">The second vector to modulate.</param>
  199.             <returns>The modulated vector.</returns>
  200.         </member>
  201.         <member name="M:GTA.Math.Vector2.Multiply(GTA.Math.Vector2,System.Single)">
  202.             <summary>
  203. Scales a vector by the given value.
  204. </summary>
  205.             <param name="value">The vector to scale.</param>
  206.             <param name="scale">The amount by which to scale the vector.</param>
  207.             <returns>The scaled vector.</returns>
  208.         </member>
  209.         <member name="M:GTA.Math.Vector2.Subtract(GTA.Math.Vector2,GTA.Math.Vector2)">
  210.             <summary>
  211. Subtracts two vectors.
  212. </summary>
  213.             <param name="left">The first vector to subtract.</param>
  214.             <param name="right">The second vector to subtract.</param>
  215.             <returns>The difference of the two vectors.</returns>
  216.         </member>
  217.         <member name="M:GTA.Math.Vector2.Add(GTA.Math.Vector2,GTA.Math.Vector2)">
  218.             <summary>
  219. Adds two vectors.
  220. </summary>
  221.             <param name="left">The first vector to add.</param>
  222.             <param name="right">The second vector to add.</param>
  223.             <returns>The sum of the two vectors.</returns>
  224.         </member>
  225.         <member name="M:GTA.Math.Vector2.RandomXY">
  226.             <summary>
  227. Returns a new normalized vector with random X and Y components.
  228. </summary>
  229.         </member>
  230.         <member name="M:GTA.Math.Vector2.ToHeading">
  231.             <summary>
  232. Converts a vector to a heading.
  233. </summary>
  234.         </member>
  235.         <member name="M:GTA.Math.Vector2.SignedAngle(GTA.Math.Vector2,GTA.Math.Vector2)">
  236.             <summary>
  237. Returns the signed angle in degrees between from and to.
  238. </summary>
  239.         </member>
  240.         <member name="M:GTA.Math.Vector2.Angle(GTA.Math.Vector2,GTA.Math.Vector2)">
  241.             <summary>
  242. Returns the angle in degrees between from and to.
  243. The angle returned is always the acute angle between the two vectors.
  244. </summary>
  245.         </member>
  246.         <member name="M:GTA.Math.Vector2.DistanceSquared(GTA.Math.Vector2,GTA.Math.Vector2)">
  247.             <summary>
  248. Calculates the squared distance between two vectors.
  249. </summary>
  250.             <param name="position2">The first vector to calculate the squared distance to the second vector.</param>
  251.             <param name="position2">The second vector to calculate the squared distance to the first vector.</param>
  252.             <returns>The squared distance between the two vectors.</returns>
  253.         </member>
  254.         <member name="M:GTA.Math.Vector2.Distance(GTA.Math.Vector2,GTA.Math.Vector2)">
  255.             <summary>
  256. Calculates the distance between two vectors.
  257. </summary>
  258.             <param name="position2">The first vector to calculate the distance to the second vector.</param>
  259.             <param name="position2">The second vector to calculate the distance to the first vector.</param>
  260.             <returns>The distance between the two vectors.</returns>
  261.         </member>
  262.         <member name="M:GTA.Math.Vector2.DistanceToSquared(GTA.Math.Vector2)">
  263.             <summary>
  264. Calculates the squared distance between two vectors.
  265. </summary>
  266.             <param name="position">The second vector to calculate the squared distance to.</param>
  267.             <returns>The squared distance to the other vector.</returns>
  268.         </member>
  269.         <member name="M:GTA.Math.Vector2.DistanceTo(GTA.Math.Vector2)">
  270.             <summary>
  271. Calculates the distance between two vectors.
  272. </summary>
  273.             <param name="position">The second vector to calculate the distance to.</param>
  274.             <returns>The distance to the other vector.</returns>
  275.         </member>
  276.         <member name="M:GTA.Math.Vector2.Normalize">
  277.             <summary>
  278. Converts the vector into a unit vector.
  279. </summary>
  280.         </member>
  281.         <member name="M:GTA.Math.Vector2.LengthSquared">
  282.             <summary>
  283. Calculates the squared length of the vector.
  284. </summary>
  285.             <returns>The squared length of the vector.</returns>
  286.         </member>
  287.         <member name="M:GTA.Math.Vector2.Length">
  288.             <summary>
  289. Calculates the length of the vector.
  290. </summary>
  291.             <returns>The length of the vector.</returns>
  292.         </member>
  293.         <member name="P:GTA.Math.Vector2.Left">
  294.             <summary>
  295. Returns the left vector. (-1,0)
  296. </summary>
  297.         </member>
  298.         <member name="P:GTA.Math.Vector2.Right">
  299.             <summary>
  300. Returns the right vector. (1,0)
  301. </summary>
  302.         </member>
  303.         <member name="P:GTA.Math.Vector2.Down">
  304.             <summary>
  305. Returns the down vector. (0,-1)
  306. </summary>
  307.         </member>
  308.         <member name="P:GTA.Math.Vector2.Up">
  309.             <summary>
  310. Returns the up vector. (0,1)
  311. </summary>
  312.         </member>
  313.         <member name="P:GTA.Math.Vector2.Zero">
  314.             <summary>
  315. Returns a null vector. (0,0)
  316. </summary>
  317.         </member>
  318.         <member name="P:GTA.Math.Vector2.Normalized">
  319.             <summary>
  320. Returns this vector with a magnitude of 1.
  321. </summary>
  322.         </member>
  323.         <member name="M:GTA.Math.Vector2.#ctor(System.Single,System.Single)">
  324.             <summary>
  325. Initializes a new instance of the <see cref="T:GTA.Math.Vector2" /> class.
  326. </summary>
  327.             <param name="x">Initial value for the X component of the vector.</param>
  328.             <param name="y">Initial value for the Y component of the vector.</param>
  329.         </member>
  330.         <member name="F:GTA.Math.Vector2.Y">
  331.             <summary>
  332. Gets or sets the Y component of the vector.
  333. </summary>
  334.             <value>The Y component of the vector.</value>
  335.         </member>
  336.         <member name="F:GTA.Math.Vector2.X">
  337.             <summary>
  338. Gets or sets the X component of the vector.
  339. </summary>
  340.             <value>The X component of the vector.</value>
  341.         </member>
  342.         <member name="P:GTA.Viewport.MenuTransitions">
  343. Have more than one menu on the screen on the time and transition them
  344. </member>
  345.         <member name="P:GTA.Viewport.MenuOffset">
  346. The offset each menu in the stack has from the one above it
  347. </member>
  348.         <member name="P:GTA.Viewport.MenuPosition">
  349. The top left position of the current menu
  350. </member>
  351.         <member name="M:GTA.Viewport.HandleChangeItem(System.Boolean)">
  352. Handles when the user presses the left or right button (e.g. numpad-4 and 6)
  353. </member>
  354.         <member name="M:GTA.Viewport.HandleChangeSelection(System.Boolean)">
  355. Handles when the user presses the up or down button (e.g. numpad-2 and 8)
  356. </member>
  357.         <member name="M:GTA.Viewport.HandleBack">
  358. Handles when the back button is pressed (e.g. numpad-0)
  359. </member>
  360.         <member name="M:GTA.Viewport.HandleActivate">
  361. Handles when the activate button is pressed (e.g. numpad-5)
  362. </member>
  363.         <member name="M:GTA.Viewport.Draw">
  364. Draw all the active UIs
  365. </member>
  366.         <member name="M:GTA.Viewport.CloseAllMenus">
  367. Closes all menus
  368. </member>
  369.         <member name="M:GTA.Viewport.PopMenu">
  370. Remove the active menu from the stack, this will focus the next highest menu
  371. </member>
  372.         <member name="M:GTA.Viewport.RemoveMenu(GTA.MenuBase)">
  373. Remove a menu from the stack of active menus
  374. </member>
  375.         <member name="M:GTA.Viewport.AddMenu(GTA.MenuBase)">
  376. Add a menu to the stack of active menus and set it as focused
  377. </member>
  378.         <member name="P:GTA.IMenuItem.Parent">
  379. Set by the parent so that the MenuItem can access its properties
  380. </member>
  381.         <member name="M:GTA.IMenuItem.SetOriginAndSize(System.Drawing.Point,System.Drawing.Size)">
  382. Called by the Menu to set this item's origin
  383. </member>
  384.         <member name="M:GTA.IMenuItem.Change(System.Boolean)">
  385. Called when the user changes this item (e.g. numpad-4 and 6)
  386. </member>
  387.         <member name="M:GTA.IMenuItem.Activate">
  388. Called when the user activates this item (e.g. numpad-5)
  389. </member>
  390.         <member name="M:GTA.IMenuItem.Deselect">
  391. Called when the user deselects this item
  392. </member>
  393.         <member name="M:GTA.IMenuItem.Select">
  394. Called when the user selects this item
  395. </member>
  396.         <member name="M:GTA.IMenuItem.Draw(System.Drawing.Size)">
  397. Called when the MenuItem should be drawn with an offset
  398. </member>
  399.         <member name="M:GTA.IMenuItem.Draw">
  400. Called when the MenuItem should be drawn
  401. </member>
  402.         <member name="P:GTA.MessageBox.OkCancel">
  403. Use Ok and Cancel instead of Yes and No
  404. </member>
  405.         <member name="M:GTA.MenuBase.OnChangeItem(System.Boolean)">
  406. Called when the user changes the current element (i.e. left and right)
  407. </member>
  408.         <member name="M:GTA.MenuBase.OnChangeSelection(System.Boolean)">
  409. Called when the user changes what element is selected (i.e. up and down)
  410. </member>
  411.         <member name="M:GTA.MenuBase.OnActivate">
  412. Called when the user hits the activate button
  413. </member>
  414.         <member name="M:GTA.MenuBase.OnClose">
  415. Called when the user hits the back button or unfocuses from this menu
  416. </member>
  417.         <member name="M:GTA.MenuBase.OnOpen">
  418. Called when the menu gains or regains focus
  419. </member>
  420.         <member name="M:GTA.MenuBase.Initialize">
  421. Called when the menu is first added to the Viewport
  422. </member>
  423.         <member name="M:GTA.MenuBase.Draw(System.Drawing.Size)">
  424. Draws the menu with an offset
  425. </member>
  426.         <member name="M:GTA.MenuBase.Draw">
  427. Draws the menu
  428. </member>
  429.         <member name="M:GTA.Math.Matrix.Equals(GTA.Math.Matrix@,GTA.Math.Matrix@)">
  430.             <summary>
  431. Determines whether the specified object instances are considered equal.
  432. </summary>
  433.             <param name="value1" />
  434.             <param name="value2" />
  435.             <returns>
  436.                 <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
  437. if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
  438.         </member>
  439.         <member name="M:GTA.Math.Matrix.Equals(GTA.Math.Matrix)">
  440.             <summary>
  441. Returns a value that indicates whether the current instance is equal to the specified object.
  442. </summary>
  443.             <param name="other">Object to make the comparison with.</param>
  444.             <returns>
  445.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  446.         </member>
  447.         <member name="M:GTA.Math.Matrix.Equals(System.Object)">
  448.             <summary>
  449. Returns a value that indicates whether the current instance is equal to a specified object.
  450. </summary>
  451.             <param name="obj">Object to make the comparison with.</param>
  452.             <returns>
  453.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  454.         </member>
  455.         <member name="M:GTA.Math.Matrix.GetHashCode">
  456.             <summary>
  457. Returns the hash code for this instance.
  458. </summary>
  459.             <returns>A 32-bit signed integer hash code.</returns>
  460.         </member>
  461.         <member name="M:GTA.Math.Matrix.ToString">
  462.             <summary>
  463. Converts the value of the object to its equivalent string representation.
  464. </summary>
  465.             <returns>The string representation of the value of this instance.</returns>
  466.         </member>
  467.         <member name="M:GTA.Math.Matrix.ToArray">
  468.             <summary>
  469. Converts the matrix to an array of floats.
  470. </summary>
  471.         </member>
  472.         <member name="M:GTA.Math.Matrix.op_Inequality(GTA.Math.Matrix,GTA.Math.Matrix)">
  473.             <summary>
  474. Tests for inequality between two objects.
  475. </summary>
  476.             <param name="left">The first value to compare.</param>
  477.             <param name="right">The second value to compare.</param>
  478.             <returns>
  479.                 <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
  480.         </member>
  481.         <member name="M:GTA.Math.Matrix.op_Equality(GTA.Math.Matrix,GTA.Math.Matrix)">
  482.             <summary>
  483. Tests for equality between two objects.
  484. </summary>
  485.             <param name="left">The first value to compare.</param>
  486.             <param name="right">The second value to compare.</param>
  487.             <returns>
  488.                 <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
  489.         </member>
  490.         <member name="M:GTA.Math.Matrix.op_Multiply(System.Single,GTA.Math.Matrix)">
  491.             <summary>
  492. Scales a matrix by a given value.
  493. </summary>
  494.             <param name="right">The matrix to scale.</param>
  495.             <param name="left">The amount by which to scale.</param>
  496.             <returns>The scaled matrix.</returns>
  497.         </member>
  498.         <member name="M:GTA.Math.Matrix.op_Multiply(GTA.Math.Matrix,System.Single)">
  499.             <summary>
  500. Scales a matrix by a given value.
  501. </summary>
  502.             <param name="left">The matrix to scale.</param>
  503.             <param name="right">The amount by which to scale.</param>
  504.             <returns>The scaled matrix.</returns>
  505.         </member>
  506.         <member name="M:GTA.Math.Matrix.op_Multiply(GTA.Math.Matrix,GTA.Math.Matrix)">
  507.             <summary>
  508. Multiplies two matricies.
  509. </summary>
  510.             <param name="left">The first matrix to multiply.</param>
  511.             <param name="right">The second matrix to multiply.</param>
  512.             <returns>The product of the two matricies.</returns>
  513.         </member>
  514.         <member name="M:GTA.Math.Matrix.op_Division(GTA.Math.Matrix,System.Single)">
  515.             <summary>
  516. Scales a matrix by a given value.
  517. </summary>
  518.             <param name="left">The matrix to scale.</param>
  519.             <param name="right">The amount by which to scale.</param>
  520.             <returns>The scaled matrix.</returns>
  521.         </member>
  522.         <member name="M:GTA.Math.Matrix.op_Division(GTA.Math.Matrix,GTA.Math.Matrix)">
  523.             <summary>
  524. Divides two matricies.
  525. </summary>
  526.             <param name="left">The first matrix to divide.</param>
  527.             <param name="right">The second matrix to divide.</param>
  528.             <returns>The quotient of the two matricies.</returns>
  529.         </member>
  530.         <member name="M:GTA.Math.Matrix.op_Subtraction(GTA.Math.Matrix,GTA.Math.Matrix)">
  531.             <summary>
  532. Subtracts two matricies.
  533. </summary>
  534.             <param name="left">The first matrix to subtract.</param>
  535.             <param name="right">The second matrix to subtract.</param>
  536.             <returns>The difference between the two matricies.</returns>
  537.         </member>
  538.         <member name="M:GTA.Math.Matrix.op_Addition(GTA.Math.Matrix,GTA.Math.Matrix)">
  539.             <summary>
  540. Adds two matricies.
  541. </summary>
  542.             <param name="left">The first matrix to add.</param>
  543.             <param name="right">The second matrix to add.</param>
  544.             <returns>The sum of the two matricies.</returns>
  545.         </member>
  546.         <member name="M:GTA.Math.Matrix.op_UnaryNegation(GTA.Math.Matrix)">
  547.             <summary>
  548. Negates a matrix.
  549. </summary>
  550.             <param name="matrix">The matrix to negate.</param>
  551.             <returns>The negated matrix.</returns>
  552.         </member>
  553.         <member name="M:GTA.Math.Matrix.Transpose(GTA.Math.Matrix)">
  554.             <summary>
  555. Calculates the transpose of the specified matrix.
  556. </summary>
  557.             <param name="matrix">The matrix whose transpose is to be calculated.</param>
  558.             <returns>The transpose of the specified matrix.</returns>
  559.         </member>
  560.         <member name="M:GTA.Math.Matrix.Translation(GTA.Math.Vector3)">
  561.             <summary>
  562. Creates a translation matrix using the specified offsets.
  563. </summary>
  564.             <param name="amount">The offset for all three coordinate planes.</param>
  565.             <returns>The created translation matrix.</returns>
  566.         </member>
  567.         <member name="M:GTA.Math.Matrix.Translation(System.Single,System.Single,System.Single)">
  568.             <summary>
  569. Creates a translation matrix using the specified offsets.
  570. </summary>
  571.             <param name="x">X-coordinate offset.</param>
  572.             <param name="y">Y-coordinate offset.</param>
  573.             <param name="z">Z-coordinate offset.</param>
  574.             <returns>The created translation matrix.</returns>
  575.         </member>
  576.         <member name="M:GTA.Math.Matrix.Scaling(GTA.Math.Vector3)">
  577.             <summary>
  578. Creates a matrix that scales along the x-axis, y-axis, and y-axis.
  579. </summary>
  580.             <param name="scale">Scaling factor for all three axes.</param>
  581.             <returns>The created scaling matrix.</returns>
  582.         </member>
  583.         <member name="M:GTA.Math.Matrix.Scaling(System.Single,System.Single,System.Single)">
  584.             <summary>
  585. Creates a matrix that scales along the x-axis, y-axis, and y-axis.
  586. </summary>
  587.             <param name="x">Scaling factor that is applied along the x-axis.</param>
  588.             <param name="y">Scaling factor that is applied along the y-axis.</param>
  589.             <param name="z">Scaling factor that is applied along the z-axis.</param>
  590.             <returns>The created scaling matrix.</returns>
  591.         </member>
  592.         <member name="M:GTA.Math.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
  593.             <summary>
  594. Creates a rotation matrix with a specified yaw, pitch, and roll.
  595. </summary>
  596.             <param name="yaw">Yaw around the y-axis, in radians.</param>
  597.             <param name="pitch">Pitch around the x-axis, in radians.</param>
  598.             <param name="roll">Roll around the z-axis, in radians.</param>
  599.             <returns>The created rotation matrix.</returns>
  600.         </member>
  601.         <member name="M:GTA.Math.Matrix.RotationQuaternion(GTA.Math.Quaternion)">
  602.             <summary>
  603. Creates a rotation matrix from a quaternion.
  604. </summary>
  605.             <param name="rotation">The quaternion to use to build the matrix.</param>
  606.             <returns>The created rotation matrix.</returns>
  607.         </member>
  608.         <member name="M:GTA.Math.Matrix.RotationAxis(GTA.Math.Vector3,System.Single)">
  609.             <summary>
  610. Creates a matrix that rotates around an arbitary axis.
  611. </summary>
  612.             <param name="axis">The axis around which to rotate.</param>
  613.             <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
  614.             <returns>The created rotation matrix.</returns>
  615.         </member>
  616.         <member name="M:GTA.Math.Matrix.RotationZ(System.Single)">
  617.             <summary>
  618. Creates a matrix that rotates around the z-axis.
  619. </summary>
  620.             <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
  621.             <returns>The created rotation matrix.</returns>
  622.         </member>
  623.         <member name="M:GTA.Math.Matrix.RotationY(System.Single)">
  624.             <summary>
  625. Creates a matrix that rotates around the y-axis.
  626. </summary>
  627.             <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
  628.             <returns>The created rotation matrix.</returns>
  629.         </member>
  630.         <member name="M:GTA.Math.Matrix.RotationX(System.Single)">
  631.             <summary>
  632. Creates a matrix that rotates around the x-axis.
  633. </summary>
  634.             <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
  635.             <returns>The created rotation matrix.</returns>
  636.         </member>
  637.         <member name="M:GTA.Math.Matrix.Lerp(GTA.Math.Matrix,GTA.Math.Matrix,System.Single)">
  638.             <summary>
  639. Performs a linear interpolation between two matricies.
  640. </summary>
  641.             <param name="start">Start matrix.</param>
  642.             <param name="end">End matrix.</param>
  643.             <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
  644.             <returns>The linear interpolation of the two matrices.</returns>
  645.             <remarks>
  646. This method performs the linear interpolation based on the following formula.
  647. <code>start + (end - start) * amount</code>
  648. 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.
  649. </remarks>
  650.         </member>
  651.         <member name="M:GTA.Math.Matrix.Inverse(GTA.Math.Matrix)">
  652.             <summary>
  653. Calculates the inverse of a matrix if it exists.
  654. </summary>
  655.             <returns>The inverse of the matrix.</returns>
  656.         </member>
  657.         <member name="M:GTA.Math.Matrix.Negate(GTA.Math.Matrix)">
  658.             <summary>
  659. Negates a matrix.
  660. </summary>
  661.             <param name="matrix">The matrix to be negated.</param>
  662.             <returns>The negated matrix.</returns>
  663.         </member>
  664.         <member name="M:GTA.Math.Matrix.Divide(GTA.Math.Matrix,System.Single)">
  665.             <summary>
  666. Scales a matrix by the given value.
  667. </summary>
  668.             <param name="left">The matrix to scale.</param>
  669.             <param name="right">The amount by which to scale.</param>
  670.             <returns>The scaled matrix.</returns>
  671.         </member>
  672.         <member name="M:GTA.Math.Matrix.Divide(GTA.Math.Matrix,GTA.Math.Matrix)">
  673.             <summary>
  674. Determines the quotient of two matrices.
  675. </summary>
  676.             <param name="left">The first matrix to divide.</param>
  677.             <param name="right">The second matrix to divide.</param>
  678.             <returns>The quotient of the two matrices.</returns>
  679.         </member>
  680.         <member name="M:GTA.Math.Matrix.Multiply(GTA.Math.Matrix,System.Single)">
  681.             <summary>
  682. Scales a matrix by the given value.
  683. </summary>
  684.             <param name="left">The matrix to scale.</param>
  685.             <param name="right">The amount by which to scale.</param>
  686.             <returns>The scaled matrix.</returns>
  687.         </member>
  688.         <member name="M:GTA.Math.Matrix.Multiply(GTA.Math.Matrix,GTA.Math.Matrix)">
  689.             <summary>
  690. Determines the product of two matrices.
  691. </summary>
  692.             <param name="left">The first matrix to multiply.</param>
  693.             <param name="right">The second matrix to multiply.</param>
  694.             <returns>The product of the two matrices.</returns>
  695.         </member>
  696.         <member name="M:GTA.Math.Matrix.Subtract(GTA.Math.Matrix,GTA.Math.Matrix)">
  697.             <summary>
  698. Determines the difference between two matrices.
  699. </summary>
  700.             <param name="left">The first matrix to subtract.</param>
  701.             <param name="right">The second matrix to subtract.</param>
  702.             <returns>The difference between the two matrices.</returns>
  703.         </member>
  704.         <member name="M:GTA.Math.Matrix.Add(GTA.Math.Matrix,GTA.Math.Matrix)">
  705.             <summary>
  706. Determines the sum of two matrices.
  707. </summary>
  708.             <param name="left">The first matrix to add.</param>
  709.             <param name="right">The second matrix to add.</param>
  710.             <returns>The sum of the two matrices.</returns>
  711.         </member>
  712.         <member name="M:GTA.Math.Matrix.Inverse">
  713.             <summary>
  714. Calculates the inverse of the matrix if it exists.
  715. </summary>
  716.         </member>
  717.         <member name="M:GTA.Math.Matrix.Determinant">
  718.             <summary>
  719. Calculates the determinant of the matrix.
  720. </summary>
  721.             <returns>The determinant of the matrix.</returns>
  722.         </member>
  723.         <member name="M:GTA.Math.Matrix.FromArray(System.Single[])">
  724.             <summary>
  725. Converts the matrix to an array of floats.
  726. </summary>
  727.         </member>
  728.         <member name="P:GTA.Math.Matrix.HasInverse">
  729.             <summary>
  730. Gets a value indicating whether this instance has an inverse matrix.
  731. </summary>
  732.         </member>
  733.         <member name="P:GTA.Math.Matrix.IsIdentity">
  734.             <summary>
  735. Gets a value indicating whether this instance is an identity matrix.
  736. </summary>
  737.         </member>
  738.         <member name="P:GTA.Math.Matrix.Identity">
  739.             <summary>
  740. Gets a <see cref="T:GTA.Math.Matrix" /> that represents an identity matrix.
  741. </summary>
  742.         </member>
  743.         <member name="F:GTA.Math.Matrix.M44">
  744.             <summary>
  745. Gets or sets the element of the matrix that exists in the fourth row and fourth column.
  746. </summary>
  747.         </member>
  748.         <member name="F:GTA.Math.Matrix.M43">
  749.             <summary>
  750. Gets or sets the element of the matrix that exists in the fourth row and third column.
  751. </summary>
  752.         </member>
  753.         <member name="F:GTA.Math.Matrix.M42">
  754.             <summary>
  755. Gets or sets the element of the matrix that exists in the fourth row and second column.
  756. </summary>
  757.         </member>
  758.         <member name="F:GTA.Math.Matrix.M41">
  759.             <summary>
  760. Gets or sets the element of the matrix that exists in the fourth row and first column.
  761. </summary>
  762.         </member>
  763.         <member name="F:GTA.Math.Matrix.M34">
  764.             <summary>
  765. Gets or sets the element of the matrix that exists in the third row and fourth column.
  766. </summary>
  767.         </member>
  768.         <member name="F:GTA.Math.Matrix.M33">
  769.             <summary>
  770. Gets or sets the element of the matrix that exists in the third row and third column.
  771. </summary>
  772.         </member>
  773.         <member name="F:GTA.Math.Matrix.M32">
  774.             <summary>
  775. Gets or sets the element of the matrix that exists in the third row and second column.
  776. </summary>
  777.         </member>
  778.         <member name="F:GTA.Math.Matrix.M31">
  779.             <summary>
  780. Gets or sets the element of the matrix that exists in the third row and first column.
  781. </summary>
  782.         </member>
  783.         <member name="F:GTA.Math.Matrix.M24">
  784.             <summary>
  785. Gets or sets the element of the matrix that exists in the second row and fourth column.
  786. </summary>
  787.         </member>
  788.         <member name="F:GTA.Math.Matrix.M23">
  789.             <summary>
  790. Gets or sets the element of the matrix that exists in the second row and third column.
  791. </summary>
  792.         </member>
  793.         <member name="F:GTA.Math.Matrix.M22">
  794.             <summary>
  795. Gets or sets the element of the matrix that exists in the second row and second column.
  796. </summary>
  797.         </member>
  798.         <member name="F:GTA.Math.Matrix.M21">
  799.             <summary>
  800. Gets or sets the element of the matrix that exists in the second row and first column.
  801. </summary>
  802.         </member>
  803.         <member name="F:GTA.Math.Matrix.M14">
  804.             <summary>
  805. Gets or sets the element of the matrix that exists in the first row and fourth column.
  806. </summary>
  807.         </member>
  808.         <member name="F:GTA.Math.Matrix.M13">
  809.             <summary>
  810. Gets or sets the element of the matrix that exists in the first row and third column.
  811. </summary>
  812.         </member>
  813.         <member name="F:GTA.Math.Matrix.M12">
  814.             <summary>
  815. Gets or sets the element of the matrix that exists in the first row and second column.
  816. </summary>
  817.         </member>
  818.         <member name="F:GTA.Math.Matrix.M11">
  819.             <summary>
  820. Gets or sets the element of the matrix that exists in the first row and first column.
  821. </summary>
  822.         </member>
  823.         <member name="T:GTA.Math.Matrix">
  824.             <summary>
  825. Defines a 4x4 matrix.
  826. </summary>
  827.             <unmanaged>D3DXMATRIX</unmanaged>
  828.         </member>
  829.         <member name="P:GTA.Vehicle.SteeringScale">
  830.             <summary>
  831. Gets or sets the steering scale.
  832. </summary>
  833.             <value>A single between -1.0f (fully right) and 1.0f (fully left).</value>
  834.         </member>
  835.         <member name="P:GTA.Vehicle.SteeringAngle">
  836.             <summary>
  837. Gets or sets the steering angle.
  838. </summary>
  839.             <value>The steering angle in degrees.</value>
  840.         </member>
  841.         <member name="F:GTA.VehicleLockStatus.CanBeBrokenInto">
  842.             <summary>Can be broken into the car. if the glass is broken, the value will be set to 1.</summary>
  843.         </member>
  844.         <member name="F:GTA.VehicleLockStatus.StickPlayerInside">
  845.             <summary>Doesn't allow players to exit the vehicle with the exit vehicle key.</summary>
  846.         </member>
  847.         <member name="M:GTA.Math.Quaternion.Equals(GTA.Math.Quaternion@,GTA.Math.Quaternion@)">
  848.             <summary>
  849. Determines whether the specified object instances are considered equal.
  850. </summary>
  851.             <param name="value1" />
  852.             <param name="value2" />
  853.             <returns>
  854.                 <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
  855. if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
  856.         </member>
  857.         <member name="M:GTA.Math.Quaternion.Equals(GTA.Math.Quaternion)">
  858.             <summary>
  859. Returns a value that indicates whether the current instance is equal to the specified object.
  860. </summary>
  861.             <param name="other">Object to make the comparison with.</param>
  862.             <returns>
  863.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  864.         </member>
  865.         <member name="M:GTA.Math.Quaternion.Equals(System.Object)">
  866.             <summary>
  867. Returns a value that indicates whether the current instance is equal to a specified object.
  868. </summary>
  869.             <param name="obj">Object to make the comparison with.</param>
  870.             <returns>
  871.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  872.         </member>
  873.         <member name="M:GTA.Math.Quaternion.GetHashCode">
  874.             <summary>
  875. Returns the hash code for this instance.
  876. </summary>
  877.             <returns>A 32-bit signed integer hash code.</returns>
  878.         </member>
  879.         <member name="M:GTA.Math.Quaternion.ToString">
  880.             <summary>
  881. Converts the value of the object to its equivalent string representation.
  882. </summary>
  883.             <returns>The string representation of the value of this instance.</returns>
  884.         </member>
  885.         <member name="M:GTA.Math.Quaternion.op_Inequality(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  886.             <summary>
  887. Tests for inequality between two objects.
  888. </summary>
  889.             <param name="left">The first value to compare.</param>
  890.             <param name="right">The second value to compare.</param>
  891.             <returns>
  892.                 <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
  893.         </member>
  894.         <member name="M:GTA.Math.Quaternion.op_Equality(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  895.             <summary>
  896. Tests for equality between two objects.
  897. </summary>
  898.             <param name="left">The first value to compare.</param>
  899.             <param name="right">The second value to compare.</param>
  900.             <returns>
  901.                 <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
  902.         </member>
  903.         <member name="M:GTA.Math.Quaternion.op_UnaryNegation(GTA.Math.Quaternion)">
  904.             <summary>
  905. Reverses the direction of a given quaternion.
  906. </summary>
  907.             <param name="quaternion">The quaternion to negate.</param>
  908.             <returns>A quaternion facing in the opposite direction.</returns>
  909.         </member>
  910.         <member name="M:GTA.Math.Quaternion.op_Subtraction(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  911.             <summary>
  912. Subtracts two quaternions.
  913. </summary>
  914.             <param name="left">The first quaternion to subtract.</param>
  915.             <param name="right">The second quaternion to subtract.</param>
  916.             <returns>The difference of the two quaternions.</returns>
  917.         </member>
  918.         <member name="M:GTA.Math.Quaternion.op_Addition(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  919.             <summary>
  920. Adds two quaternions.
  921. </summary>
  922.             <param name="left">The first quaternion to add.</param>
  923.             <param name="right">The second quaternion to add.</param>
  924.             <returns>The sum of the two quaternions.</returns>
  925.         </member>
  926.         <member name="M:GTA.Math.Quaternion.op_Division(GTA.Math.Quaternion,System.Single)">
  927.             <summary>
  928. Divides a quaternion by another.
  929. </summary>
  930.             <param name="left">The first quaternion to divide.</param>
  931.             <param name="right">The second quaternion to divide.</param>
  932.             <returns>The divided quaternion.</returns>
  933.         </member>
  934.         <member name="M:GTA.Math.Quaternion.op_Multiply(System.Single,GTA.Math.Quaternion)">
  935.             <summary>
  936. Scales a quaternion by the given value.
  937. </summary>
  938.             <param name="quaternion">The quaternion to scale.</param>
  939.             <param name="scale">The amount by which to scale the quaternion.</param>
  940.             <returns>The scaled quaternion.</returns>
  941.         </member>
  942.         <member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,System.Single)">
  943.             <summary>
  944. Scales a quaternion by the given value.
  945. </summary>
  946.             <param name="quaternion">The quaternion to scale.</param>
  947.             <param name="scale">The amount by which to scale the quaternion.</param>
  948.             <returns>The scaled quaternion.</returns>
  949.         </member>
  950.         <member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,GTA.Math.Vector3)">
  951.             <summary>
  952. Rotates the point with rotation.
  953. </summary>
  954.             <param name="rotation">The quaternion to rotate the vector.</param>
  955.             <param name="point">The vector to be rotated.</param>
  956.             <returns>The vector after rotation.</returns>
  957.         </member>
  958.         <member name="M:GTA.Math.Quaternion.op_Multiply(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  959.             <summary>
  960. Multiplies a quaternion by another.
  961. </summary>
  962.             <param name="left">The first quaternion to multiply.</param>
  963.             <param name="right">The second quaternion to multiply.</param>
  964.             <returns>The multiplied quaternion.</returns>
  965.         </member>
  966.         <member name="M:GTA.Math.Quaternion.Subtract(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  967.             <summary>
  968. Subtracts two quaternions.
  969. </summary>
  970.             <param name="left">The first quaternion to subtract.</param>
  971.             <param name="right">The second quaternion to subtract.</param>
  972.             <returns>The difference of the two quaternions.</returns>
  973.         </member>
  974.         <member name="M:GTA.Math.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
  975.             <summary>
  976. Creates a quaternion given a yaw, pitch, and roll value.
  977. </summary>
  978.             <param name="yaw">The yaw of rotation.</param>
  979.             <param name="pitch">The pitch of rotation.</param>
  980.             <param name="roll">The roll of rotation.</param>
  981.             <returns>The newly created quaternion.</returns>
  982.         </member>
  983.         <member name="M:GTA.Math.Quaternion.RotationMatrix(GTA.Math.Matrix)">
  984.             <summary>
  985. Creates a quaternion given a rotation matrix.
  986. </summary>
  987.             <param name="matrix">The rotation matrix.</param>
  988.             <returns>The newly created quaternion.</returns>
  989.         </member>
  990.         <member name="M:GTA.Math.Quaternion.RotationAxis(GTA.Math.Vector3,System.Single)">
  991.             <summary>
  992. Creates a quaternion given a rotation and an axis.
  993. </summary>
  994.             <param name="axis">The axis of rotation.</param>
  995.             <param name="angle">The angle of rotation.</param>
  996.             <returns>The newly created quaternion.</returns>
  997.         </member>
  998.         <member name="M:GTA.Math.Quaternion.Euler(GTA.Math.Vector3)">
  999.             <summary>
  1000. 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).
  1001. </summary>
  1002.             <param name="euler">Euler angles in degrees.</param>
  1003.         </member>
  1004.         <member name="M:GTA.Math.Quaternion.Euler(System.Single,System.Single,System.Single)">
  1005.             <summary>
  1006. 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).
  1007. </summary>
  1008.             <param name="x">X degrees.</param>
  1009.             <param name="y">Y degrees.</param>
  1010.             <param name="z">Z degrees.</param>
  1011.         </member>
  1012.         <member name="M:GTA.Math.Quaternion.AngleBetween(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  1013.             <summary>
  1014. Returns the angle in degrees between two rotations a and b.
  1015. </summary>
  1016.             <param name="a">The first quaternion to calculate angle.</param>
  1017.             <param name="b">The second quaternion to calculate angle.</param>
  1018.             <returns>The angle in degrees between two rotations a and b.</returns>
  1019.         </member>
  1020.         <member name="M:GTA.Math.Quaternion.Normalize(GTA.Math.Quaternion)">
  1021.             <summary>
  1022. Converts the quaternion into a unit quaternion.
  1023. </summary>
  1024.             <param name="quaternion">The quaternion to normalize.</param>
  1025.             <returns>The normalized quaternion.</returns>
  1026.         </member>
  1027.         <member name="M:GTA.Math.Quaternion.Negate(GTA.Math.Quaternion)">
  1028.             <summary>
  1029. Reverses the direction of a given quaternion.
  1030. </summary>
  1031.             <param name="quaternion">The quaternion to negate.</param>
  1032.             <returns>A quaternion facing in the opposite direction.</returns>
  1033.         </member>
  1034.         <member name="M:GTA.Math.Quaternion.Multiply(GTA.Math.Quaternion,System.Single)">
  1035.             <summary>
  1036. Scales a quaternion by the given value.
  1037. </summary>
  1038.             <param name="quaternion">The quaternion to scale.</param>
  1039.             <param name="scale">The amount by which to scale the quaternion.</param>
  1040.             <returns>The scaled quaternion.</returns>
  1041.         </member>
  1042.         <member name="M:GTA.Math.Quaternion.Multiply(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  1043.             <summary>
  1044. Modulates a quaternion by another.
  1045. </summary>
  1046.             <param name="left">The first quaternion to modulate.</param>
  1047.             <param name="right">The second quaternion to modulate.</param>
  1048.             <returns>The modulated quaternion.</returns>
  1049.         </member>
  1050.         <member name="M:GTA.Math.Quaternion.RotateTowards(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
  1051.             <summary>
  1052. Rotates a rotation from towards to.
  1053. </summary>
  1054.             <param name="from">From Quaternion.</param>
  1055.             <param name="to">To Quaternion.</param>
  1056.             <param name="maxDegreesDelta" />
  1057.         </member>
  1058.         <member name="M:GTA.Math.Quaternion.FromToRotation(GTA.Math.Vector3,GTA.Math.Vector3)">
  1059.             <summary>
  1060. Creates a rotation which rotates from fromDirection to toDirection.
  1061. </summary>
  1062.         </member>
  1063.         <member name="M:GTA.Math.Quaternion.SlerpUnclamped(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
  1064.             <summary>
  1065. Interpolates between two quaternions, using spherical linear interpolation. The parameter /t/ is not clamped.
  1066. </summary>
  1067.             <param name="a" />
  1068.             <param name="b" />
  1069.             <param name="t" />
  1070.         </member>
  1071.         <member name="M:GTA.Math.Quaternion.Slerp(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
  1072.             <summary>
  1073. Interpolates between two quaternions, using spherical linear interpolation..
  1074. </summary>
  1075.             <param name="start">Start quaternion.</param>
  1076.             <param name="end">End quaternion.</param>
  1077.             <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
  1078.             <returns>The spherical linear interpolation of the two quaternions.</returns>
  1079.         </member>
  1080.         <member name="M:GTA.Math.Quaternion.Lerp(GTA.Math.Quaternion,GTA.Math.Quaternion,System.Single)">
  1081.             <summary>
  1082. Performs a linear interpolation between two quaternion.
  1083. </summary>
  1084.             <param name="start">Start quaternion.</param>
  1085.             <param name="end">End quaternion.</param>
  1086.             <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
  1087.             <returns>The linear interpolation of the two quaternions.</returns>
  1088.             <remarks>
  1089. This method performs the linear interpolation based on the following formula.
  1090. <code>start + (end - start) * amount</code>
  1091. 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.
  1092. </remarks>
  1093.         </member>
  1094.         <member name="M:GTA.Math.Quaternion.Invert(GTA.Math.Quaternion)">
  1095.             <summary>
  1096. Conjugates and renormalizes the quaternion.
  1097. </summary>
  1098.             <param name="quaternion">The quaternion to conjugate and renormalize.</param>
  1099.             <returns>The conjugated and renormalized quaternion.</returns>
  1100.         </member>
  1101.         <member name="M:GTA.Math.Quaternion.Dot(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  1102.             <summary>
  1103. Calculates the dot product of two quaternions.
  1104. </summary>
  1105.             <param name="left">First source quaternion.</param>
  1106.             <param name="right">Second source quaternion.</param>
  1107.             <returns>The dot product of the two quaternions.</returns>
  1108.         </member>
  1109.         <member name="M:GTA.Math.Quaternion.Divide(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  1110.             <summary>
  1111. Divides a quaternion by another.
  1112. </summary>
  1113.             <param name="left">The first quaternion to divide.</param>
  1114.             <param name="right">The second quaternion to divide.</param>
  1115.             <returns>The divided quaternion.</returns>
  1116.         </member>
  1117.         <member name="M:GTA.Math.Quaternion.Add(GTA.Math.Quaternion,GTA.Math.Quaternion)">
  1118.             <summary>
  1119. Adds two quaternions.
  1120. </summary>
  1121.             <param name="left">The first quaternion to add.</param>
  1122.             <param name="right">The second quaternion to add.</param>
  1123.             <returns>The sum of the two quaternions.</returns>
  1124.         </member>
  1125.         <member name="M:GTA.Math.Quaternion.Invert">
  1126.             <summary>
  1127. Conjugates and renormalizes the quaternion.
  1128. </summary>
  1129.         </member>
  1130.         <member name="M:GTA.Math.Quaternion.Conjugate">
  1131.             <summary>
  1132. Conjugates the quaternion.
  1133. </summary>
  1134.         </member>
  1135.         <member name="M:GTA.Math.Quaternion.Normalize">
  1136.             <summary>
  1137. Converts the quaternion into a unit quaternion.
  1138. </summary>
  1139.         </member>
  1140.         <member name="M:GTA.Math.Quaternion.LengthSquared">
  1141.             <summary>
  1142. Calculates the squared length of the quaternion.
  1143. </summary>
  1144.             <returns>The squared length of the quaternion.</returns>
  1145.         </member>
  1146.         <member name="M:GTA.Math.Quaternion.Length">
  1147.             <summary>
  1148. Calculates the length of the quaternion.
  1149. </summary>
  1150.             <returns>The length of the quaternion.</returns>
  1151.         </member>
  1152.         <member name="P:GTA.Math.Quaternion.Angle">
  1153.             <summary>
  1154. Gets the angle of the quaternion.
  1155. </summary>
  1156.         </member>
  1157.         <member name="P:GTA.Math.Quaternion.Axis">
  1158.             <summary>
  1159. Gets the axis components of the quaternion.
  1160. </summary>
  1161.         </member>
  1162.         <member name="P:GTA.Math.Quaternion.Identity">
  1163.             <summary>
  1164. Gets the identity <see cref="T:GTA.Math.Quaternion" /> (0, 0, 0, 1).
  1165. </summary>
  1166.         </member>
  1167.         <member name="M:GTA.Math.Quaternion.#ctor(GTA.Math.Vector3,System.Single)">
  1168.             <summary>
  1169. Initializes a new instance of the <see cref="T:GTA.Math.Quaternion" /> structure.
  1170. </summary>
  1171.             <param name="value">A <see cref="T:GTA.Math.Vector3" /> containing the first three values of the quaternion.</param>
  1172.             <param name="w">The W component of the quaternion.</param>
  1173.         </member>
  1174.         <member name="M:GTA.Math.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
  1175.             <summary>
  1176. Initializes a new instance of the <see cref="T:GTA.Math.Quaternion" /> structure.
  1177. </summary>
  1178.             <param name="x">The X component of the quaternion.</param>
  1179.             <param name="y">The Y component of the quaternion.</param>
  1180.             <param name="z">The Z component of the quaternion.</param>
  1181.             <param name="w">The W component of the quaternion.</param>
  1182.         </member>
  1183.         <member name="F:GTA.Math.Quaternion.W">
  1184.             <summary>
  1185. Gets or sets the W component of the quaternion.
  1186. </summary>
  1187.             <value>The W component of the quaternion.</value>
  1188.         </member>
  1189.         <member name="F:GTA.Math.Quaternion.Z">
  1190.             <summary>
  1191. Gets or sets the Z component of the quaternion.
  1192. </summary>
  1193.             <value>The Z component of the quaternion.</value>
  1194.         </member>
  1195.         <member name="F:GTA.Math.Quaternion.Y">
  1196.             <summary>
  1197. Gets or sets the Y component of the quaternion.
  1198. </summary>
  1199.             <value>The Y component of the quaternion.</value>
  1200.         </member>
  1201.         <member name="F:GTA.Math.Quaternion.X">
  1202.             <summary>
  1203. Gets or sets the X component of the quaternion.
  1204. </summary>
  1205.             <value>The X component of the quaternion.</value>
  1206.         </member>
  1207.         <member name="M:GTA.Math.Vector3.Equals(GTA.Math.Vector3@,GTA.Math.Vector3@)">
  1208.             <summary>
  1209. Determines whether the specified object instances are considered equal.
  1210. </summary>
  1211.             <param name="value1">The first value to compare.</param>
  1212.             <param name="value2">The second value to compare.</param>
  1213.             <returns>
  1214.                 <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or
  1215. if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
  1216.         </member>
  1217.         <member name="M:GTA.Math.Vector3.Equals(GTA.Math.Vector3)">
  1218.             <summary>
  1219. Returns a value that indicates whether the current instance is equal to the specified object.
  1220. </summary>
  1221.             <param name="other">Object to make the comparison with.</param>
  1222.             <returns>
  1223.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  1224.         </member>
  1225.         <member name="M:GTA.Math.Vector3.Equals(System.Object)">
  1226.             <summary>
  1227. Returns a value that indicates whether the current instance is equal to a specified object.
  1228. </summary>
  1229.             <param name="obj">Object to make the comparison with.</param>
  1230.             <returns>
  1231.                 <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
  1232.         </member>
  1233.         <member name="M:GTA.Math.Vector3.GetHashCode">
  1234.             <summary>
  1235. Returns the hash code for this instance.
  1236. </summary>
  1237.             <returns>A 32-bit signed integer hash code.</returns>
  1238.         </member>
  1239.         <member name="M:GTA.Math.Vector3.ToString">
  1240.             <summary>
  1241. Converts the value of the object to its equivalent string representation.
  1242. </summary>
  1243.             <returns>The string representation of the value of this instance.</returns>
  1244.         </member>
  1245.         <member name="M:GTA.Math.Vector3.op_Inequality(GTA.Math.Vector3,GTA.Math.Vector3)">
  1246.             <summary>
  1247. Tests for inequality between two objects.
  1248. </summary>
  1249.             <param name="left">The first value to compare.</param>
  1250.             <param name="right">The second value to compare.</param>
  1251.             <returns>
  1252.                 <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
  1253.         </member>
  1254.         <member name="M:GTA.Math.Vector3.op_Equality(GTA.Math.Vector3,GTA.Math.Vector3)">
  1255.             <summary>
  1256. Tests for equality between two objects.
  1257. </summary>
  1258.             <param name="left">The first value to compare.</param>
  1259.             <param name="right">The second value to compare.</param>
  1260.             <returns>
  1261.                 <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
  1262.         </member>
  1263.         <member name="M:GTA.Math.Vector3.op_Division(GTA.Math.Vector3,System.Single)">
  1264.             <summary>
  1265. Scales a vector by the given value.
  1266. </summary>
  1267.             <param name="vector">The vector to scale.</param>
  1268.             <param name="scale">The amount by which to scale the vector.</param>
  1269.             <returns>The scaled vector.</returns>
  1270.         </member>
  1271.         <member name="M:GTA.Math.Vector3.op_Multiply(System.Single,GTA.Math.Vector3)">
  1272.             <summary>
  1273. Scales a vector by the given value.
  1274. </summary>
  1275.             <param name="vector">The vector to scale.</param>
  1276.             <param name="scale">The amount by which to scale the vector.</param>
  1277.             <returns>The scaled vector.</returns>
  1278.         </member>
  1279.         <member name="M:GTA.Math.Vector3.op_Multiply(GTA.Math.Vector3,System.Single)">
  1280.             <summary>
  1281. Scales a vector by the given value.
  1282. </summary>
  1283.             <param name="vector">The vector to scale.</param>
  1284.             <param name="scale">The amount by which to scale the vector.</param>
  1285.             <returns>The scaled vector.</returns>
  1286.         </member>
  1287.         <member name="M:GTA.Math.Vector3.op_UnaryNegation(GTA.Math.Vector3)">
  1288.             <summary>
  1289. Reverses the direction of a given vector.
  1290. </summary>
  1291.             <param name="value">The vector to negate.</param>
  1292.             <returns>A vector facing in the opposite direction.</returns>
  1293.         </member>
  1294.         <member name="M:GTA.Math.Vector3.op_Subtraction(GTA.Math.Vector3,GTA.Math.Vector3)">
  1295.             <summary>
  1296. Subtracts two vectors.
  1297. </summary>
  1298.             <param name="left">The first vector to subtract.</param>
  1299.             <param name="right">The second vector to subtract.</param>
  1300.             <returns>The difference of the two vectors.</returns>
  1301.         </member>
  1302.         <member name="M:GTA.Math.Vector3.op_Addition(GTA.Math.Vector3,GTA.Math.Vector3)">
  1303.             <summary>
  1304. Adds two vectors.
  1305. </summary>
  1306.             <param name="left">The first vector to add.</param>
  1307.             <param name="right">The second vector to add.</param>
  1308.             <returns>The sum of the two vectors.</returns>
  1309.         </member>
  1310.         <member name="M:GTA.Math.Vector3.Maximize(GTA.Math.Vector3,GTA.Math.Vector3)">
  1311.             <summary>
  1312. Returns a vector containing the largest components of the specified vectors.
  1313. </summary>
  1314.             <param name="value1">The first source vector.</param>
  1315.             <param name="value2">The second source vector.</param>
  1316.             <returns>A vector containing the largest components of the source vectors.</returns>
  1317.         </member>
  1318.         <member name="M:GTA.Math.Vector3.Minimize(GTA.Math.Vector3,GTA.Math.Vector3)">
  1319.             <summary>
  1320. Returns a vector containing the smallest components of the specified vectors.
  1321. </summary>
  1322.             <param name="value1">The first source vector.</param>
  1323.             <param name="value2">The second source vector.</param>
  1324.             <returns>A vector containing the smallest components of the source vectors.</returns>
  1325.         </member>
  1326.         <member name="M:GTA.Math.Vector3.Reflect(GTA.Math.Vector3,GTA.Math.Vector3)">
  1327.             <summary>
  1328. Returns the reflection of a vector off a surface that has the specified normal.
  1329. </summary>
  1330.             <param name="vector">The vector to project onto the plane.</param>
  1331.             <param name="normal">Normal of the surface.</param>
  1332.             <returns>The reflected vector.</returns>
  1333.             <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine
  1334. whether the original vector was close enough to the surface to hit it.</remarks>
  1335.         </member>
  1336.         <member name="M:GTA.Math.Vector3.ProjectOnPlane(GTA.Math.Vector3,GTA.Math.Vector3)">
  1337.             <summary>
  1338. Projects a vector onto a plane defined by a normal orthogonal to the plane.
  1339. </summary>
  1340.             <param name="vector">The vector to project.</param>
  1341.             <param name="planeNormal">Normal of the plane,  does not assume it is normalized.</param>
  1342.             <returns>The Projection of vector onto plane.</returns>
  1343.         </member>
  1344.         <member name="M:GTA.Math.Vector3.Project(GTA.Math.Vector3,GTA.Math.Vector3)">
  1345.             <summary>
  1346. Projects a vector onto another vector.
  1347. </summary>
  1348.             <param name="vector">The vector to project.</param>
  1349.             <param name="onNormal">Vector to project onto, does not assume it is normalized.</param>
  1350.             <returns>The projected vector.</returns>
  1351.         </member>
  1352.         <member name="M:GTA.Math.Vector3.Cross(GTA.Math.Vector3,GTA.Math.Vector3)">
  1353.             <summary>
  1354. Calculates the cross product of two vectors.
  1355. </summary>
  1356.             <param name="left">First source vector.</param>
  1357.             <param name="right">Second source vector.</param>
  1358.             <returns>The cross product of the two vectors.</returns>
  1359.         </member>
  1360.         <member name="M:GTA.Math.Vector3.Dot(GTA.Math.Vector3,GTA.Math.Vector3)">
  1361.             <summary>
  1362. Calculates the dot product of two vectors.
  1363. </summary>
  1364.             <param name="left">First source vector.</param>
  1365.             <param name="right">Second source vector.</param>
  1366.             <returns>The dot product of the two vectors.</returns>
  1367.         </member>
  1368.         <member name="M:GTA.Math.Vector3.Normalize(GTA.Math.Vector3)">
  1369.             <summary>
  1370. Converts the vector into a unit vector.
  1371. </summary>
  1372.             <param name="vector">The vector to normalize.</param>
  1373.             <returns>The normalized vector.</returns>
  1374.         </member>
  1375.         <member name="M:GTA.Math.Vector3.Lerp(GTA.Math.Vector3,GTA.Math.Vector3,System.Single)">
  1376.             <summary>
  1377. Performs a linear interpolation between two vectors.
  1378. </summary>
  1379.             <param name="start">Start vector.</param>
  1380.             <param name="end">End vector.</param>
  1381.             <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
  1382.             <returns>The linear interpolation of the two vectors.</returns>
  1383.             <remarks>
  1384. This method performs the linear interpolation based on the following formula.
  1385. <code>start + (end - start) * amount</code>
  1386. 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.
  1387. </remarks>
  1388.         </member>
  1389.         <member name="M:GTA.Math.Vector3.Clamp(GTA.Math.Vector3,GTA.Math.Vector3,GTA.Math.Vector3)">
  1390.             <summary>
  1391. Restricts a value to be within a specified range.
  1392. </summary>
  1393.             <param name="value">The value to clamp.</param>
  1394.             <param name="min">The minimum value.</param>
  1395.             <param name="max">The maximum value.</param>
  1396.             <returns>The clamped value.</returns>
  1397.         </member>
  1398.         <member name="M:GTA.Math.Vector3.Negate(GTA.Math.Vector3)">
  1399.             <summary>
  1400. Reverses the direction of a given vector.
  1401. </summary>
  1402.             <param name="value">The vector to negate.</param>
  1403.             <returns>A vector facing in the opposite direction.</returns>
  1404.         </member>
  1405.         <member name="M:GTA.Math.Vector3.Divide(GTA.Math.Vector3,System.Single)">
  1406.             <summary>
  1407. Scales a vector by the given value.
  1408. </summary>
  1409.             <param name="value">The vector to scale.</param>
  1410.             <param name="scale">The amount by which to scale the vector.</param>
  1411.             <returns>The scaled vector.</returns>
  1412.         </member>
  1413.         <member name="M:GTA.Math.Vector3.Modulate(GTA.Math.Vector3,GTA.Math.Vector3)">
  1414.             <summary>
  1415. Modulates a vector by another.
  1416. </summary>
  1417.             <param name="left">The first vector to modulate.</param>
  1418.             <param name="right">The second vector to modulate.</param>
  1419.             <returns>The modulated vector.</returns>
  1420.         </member>
  1421.         <member name="M:GTA.Math.Vector3.Multiply(GTA.Math.Vector3,System.Single)">
  1422.             <summary>
  1423. Scales a vector by the given value.
  1424. </summary>
  1425.             <param name="value">The vector to scale.</param>
  1426.             <param name="scale">The amount by which to scale the vector.</param>
  1427.             <returns>The scaled vector.</returns>
  1428.         </member>
  1429.         <member name="M:GTA.Math.Vector3.Subtract(GTA.Math.Vector3,GTA.Math.Vector3)">
  1430.             <summary>
  1431. Subtracts two vectors.
  1432. </summary>
  1433.             <param name="left">The first vector to subtract.</param>
  1434.             <param name="right">The second vector to subtract.</param>
  1435.             <returns>The difference of the two vectors.</returns>
  1436.         </member>
  1437.         <member name="M:GTA.Math.Vector3.Add(GTA.Math.Vector3,GTA.Math.Vector3)">
  1438.             <summary>
  1439. Adds two vectors.
  1440. </summary>
  1441.             <param name="left">The first vector to add.</param>
  1442.             <param name="right">The second vector to add.</param>
  1443.             <returns>The sum of the two vectors.</returns>
  1444.         </member>
  1445.         <member name="M:GTA.Math.Vector3.RandomXYZ">
  1446.             <summary>
  1447. Returns a new normalized vector with random X, Y and Z components.
  1448. </summary>
  1449.         </member>
  1450.         <member name="M:GTA.Math.Vector3.RandomXY">
  1451.             <summary>
  1452. Returns a new normalized vector with random X and Y components.
  1453. </summary>
  1454.         </member>
  1455.         <member name="M:GTA.Math.Vector3.Around(System.Single)">
  1456.             <summary>
  1457. Creates a random vector inside the circle around this position.
  1458. </summary>
  1459.         </member>
  1460.         <member name="M:GTA.Math.Vector3.ToHeading">
  1461.             <summary>
  1462. Converts a vector to a heading.
  1463. </summary>
  1464.         </member>
  1465.         <member name="M:GTA.Math.Vector3.SignedAngle(GTA.Math.Vector3,GTA.Math.Vector3,GTA.Math.Vector3)">
  1466.             <summary>
  1467. Returns the signed angle in degrees between from and to.
  1468. </summary>
  1469.         </member>
  1470.         <member name="M:GTA.Math.Vector3.Angle(GTA.Math.Vector3,GTA.Math.Vector3)">
  1471.             <summary>
  1472. Returns the angle in degrees between from and to.
  1473. The angle returned is always the acute angle between the two vectors.
  1474. </summary>
  1475.         </member>
  1476.         <member name="M:GTA.Math.Vector3.DistanceSquared2D(GTA.Math.Vector3,GTA.Math.Vector3)">
  1477.             <summary>
  1478. Calculates the squared distance between two vectors, ignoring the Z-component.
  1479. </summary>
  1480.             <param name="position2">The first vector to calculate the squared distance to the second vector.</param>
  1481.             <param name="position2">The second vector to calculate the squared distance to the first vector.</param>
  1482.             <returns>The squared distance between the two vectors.</returns>
  1483.         </member>
  1484.         <member name="M:GTA.Math.Vector3.Distance2D(GTA.Math.Vector3,GTA.Math.Vector3)">
  1485.             <summary>
  1486. Calculates the distance between two vectors, ignoring the Z-component.
  1487. </summary>
  1488.             <param name="position2">The first vector to calculate the distance to the second vector.</param>
  1489.             <param name="position2">The second vector to calculate the distance to the first vector.</param>
  1490.             <returns>The distance between the two vectors.</returns>
  1491.         </member>
  1492.         <member name="M:GTA.Math.Vector3.DistanceSquared(GTA.Math.Vector3,GTA.Math.Vector3)">
  1493.             <summary>
  1494. Calculates the squared distance between two vectors.
  1495. </summary>
  1496.             <param name="position2">The first vector to calculate the squared distance to the second vector.</param>
  1497.             <param name="position2">The second vector to calculate the squared distance to the first vector.</param>
  1498.             <returns>The squared distance between the two vectors.</returns>
  1499.         </member>
  1500.         <member name="M:GTA.Math.Vector3.Distance(GTA.Math.Vector3,GTA.Math.Vector3)">
  1501.             <summary>
  1502. Calculates the distance between two vectors.
  1503. </summary>
  1504.             <param name="position2">The first vector to calculate the distance to the second vector.</param>
  1505.             <param name="position2">The second vector to calculate the distance to the first vector.</param>
  1506.             <returns>The distance between the two vectors.</returns>
  1507.         </member>
  1508.         <member name="M:GTA.Math.Vector3.DistanceToSquared2D(GTA.Math.Vector3)">
  1509.             <summary>
  1510. Calculates the squared distance between two vectors, ignoring the Z-component.
  1511. </summary>
  1512.             <param name="position">The second vector to calculate the squared distance to.</param>
  1513.             <returns>The distance to the other vector.</returns>
  1514.         </member>
  1515.         <member name="M:GTA.Math.Vector3.DistanceTo2D(GTA.Math.Vector3)">
  1516.             <summary>
  1517. Calculates the distance between two vectors, ignoring the Z-component.
  1518. </summary>
  1519.             <param name="position">The second vector to calculate the distance to.</param>
  1520.             <returns>The distance to the other vector.</returns>
  1521.         </member>
  1522.         <member name="M:GTA.Math.Vector3.DistanceToSquared(GTA.Math.Vector3)">
  1523.             <summary>
  1524. Calculates the squared distance between two vectors.
  1525. </summary>
  1526.             <param name="position">The second vector to calculate the distance to.</param>
  1527.             <returns>The distance to the other vector.</returns>
  1528.         </member>
  1529.         <member name="M:GTA.Math.Vector3.DistanceTo(GTA.Math.Vector3)">
  1530.             <summary>
  1531. Calculates the distance between two vectors.
  1532. </summary>
  1533.             <param name="position">The second vector to calculate the distance to.</param>
  1534.             <returns>The distance to the other vector.</returns>
  1535.         </member>
  1536.         <member name="M:GTA.Math.Vector3.Normalize">
  1537.             <summary>
  1538. Converts the vector into a unit vector.
  1539. </summary>
  1540.         </member>
  1541.         <member name="M:GTA.Math.Vector3.LengthSquared">
  1542.             <summary>
  1543. Calculates the squared length of the vector.
  1544. </summary>
  1545.             <returns>The squared length of the vector.</returns>
  1546.         </member>
  1547.         <member name="M:GTA.Math.Vector3.Length">
  1548.             <summary>
  1549. Calculates the length of the vector.
  1550. </summary>
  1551.             <returns>The length of the vector.</returns>
  1552.         </member>
  1553.         <member name="P:GTA.Math.Vector3.RelativeBottom">
  1554.             <summary>
  1555. Returns the relative Bottom vector as used. (0,0,-1)
  1556. </summary>
  1557.         </member>
  1558.         <member name="P:GTA.Math.Vector3.RelativeTop">
  1559.             <summary>
  1560. Returns the relative Top vector. (0,0,1)
  1561. </summary>
  1562.         </member>
  1563.         <member name="P:GTA.Math.Vector3.RelativeBack">
  1564.             <summary>
  1565. Returns the relative Back vector. (0,-1,0)
  1566. </summary>
  1567.         </member>
  1568.         <member name="P:GTA.Math.Vector3.RelativeFront">
  1569.             <summary>
  1570. Returns the relative Front vector. (0,1,0)
  1571. </summary>
  1572.         </member>
  1573.         <member name="P:GTA.Math.Vector3.RelativeLeft">
  1574.             <summary>
  1575. Returns the relative Left vector. (-1,0,0)
  1576. </summary>
  1577.         </member>
  1578.         <member name="P:GTA.Math.Vector3.RelativeRight">
  1579.             <summary>
  1580. Returns the relative Right vector. (1,0,0)
  1581. </summary>
  1582.         </member>
  1583.         <member name="P:GTA.Math.Vector3.WorldWest">
  1584.             <summary>
  1585. Returns the world West vector. (-1,0,0)
  1586. </summary>
  1587.         </member>
  1588.         <member name="P:GTA.Math.Vector3.WorldEast">
  1589.             <summary>
  1590. Returns the world East vector. (1,0,0)
  1591. </summary>
  1592.         </member>
  1593.         <member name="P:GTA.Math.Vector3.WorldSouth">
  1594.             <summary>
  1595. Returns the world South vector. (0,-1,0)
  1596. </summary>
  1597.         </member>
  1598.         <member name="P:GTA.Math.Vector3.WorldNorth">
  1599.             <summary>
  1600. Returns the world North vector. (0,1,0)
  1601. </summary>
  1602.         </member>
  1603.         <member name="P:GTA.Math.Vector3.WorldDown">
  1604.             <summary>
  1605. Returns the world Down vector. (0,0,-1)
  1606. </summary>
  1607.         </member>
  1608.         <member name="P:GTA.Math.Vector3.WorldUp">
  1609.             <summary>
  1610. Returns the world Up vector. (0,0,1)
  1611. </summary>
  1612.         </member>
  1613.         <member name="P:GTA.Math.Vector3.Zero">
  1614.             <summary>
  1615. Returns a null vector. (0,0,0)
  1616. </summary>
  1617.         </member>
  1618.         <member name="P:GTA.Math.Vector3.Normalized">
  1619.             <summary>
  1620. Returns this vector with a magnitude of 1.
  1621. </summary>
  1622.         </member>
  1623.         <member name="M:GTA.Math.Vector3.#ctor(System.Single,System.Single,System.Single)">
  1624.             <summary>
  1625. Initializes a new instance of the <see cref="T:GTA.Math.Vector3" /> class.
  1626. </summary>
  1627.             <param name="x">Initial value for the X component of the vector.</param>
  1628.             <param name="y">Initial value for the Y component of the vector.</param>
  1629.             <param name="z">Initial value for the Z component of the vector.</param>
  1630.         </member>
  1631.         <member name="F:GTA.Math.Vector3.Z">
  1632.             <summary>
  1633. Gets or sets the Z component of the vector.
  1634. </summary>
  1635.             <value>The Z component of the vector.</value>
  1636.         </member>
  1637.         <member name="F:GTA.Math.Vector3.Y">
  1638.             <summary>
  1639. Gets or sets the Y component of the vector.
  1640. </summary>
  1641.             <value>The Y component of the vector.</value>
  1642.         </member>
  1643.         <member name="F:GTA.Math.Vector3.X">
  1644.             <summary>
  1645. Gets or sets the X component of the vector.
  1646. </summary>
  1647.             <value>The X component of the vector.</value>
  1648.         </member>
  1649.     </members>
  1650. </doc>
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