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Merge branch 'main' of https://github.com/xesdoog/SmallBase
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docs/modules/Color.md

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# Color
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**Description:** Class: Color
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## Methods
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### `__tostring`
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### `new`
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Constructor
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Returns a new `Color` instance.
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**Parameters:**
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- `...` any
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**Returns:**
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- `Color`
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### `RegisterNamedColor`
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Allows you to register new named colors in the Color class itself
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that you can call later using `Color.new("your_custom_color_name")`
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Example usage:
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Color:RegisterNamedColor("Magenta", "#FF00FF")
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You can then use it like so:
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local r, g, b, a = Color.new("Magenta"):AsRGBA()
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**Parameters:**
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- `name` string
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- `...` any
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### `AsRGBA`
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Returns a color in **RGBA** format.
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**Returns:**
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- `number` , number, number, number
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### `AsFloat`
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Returns a color in float format.
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### `AsU32`
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Returns a uint32 color in **ABGR** format.
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**Returns:**
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- `number`
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docs/modules/Decorator.md

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# Decorator
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**Description:** Class: Decorator
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**Global Singleton.**
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- Custom decorator to mark entities owned by this script.
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## Methods
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### `IsEntityRegistered`
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**Parameters:**
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- `entity` integer
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- `key` string
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### `ExistsOn`
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**Parameters:**
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- `entity` integer
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- `key` string
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- `expectedValue` any
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### `RegisterEntity`
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**Parameters:**
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- `entity` integer
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- `key` string
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- `value` any
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### `RemoveEntity`
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**Parameters:**
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- `entity` integer
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- `key` string
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### `Validate`
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only bool decorators for now
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**Parameters:**
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- `entity` integer
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### `DebugDump`
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**Parameters:**
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- `entity` integer
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docs/modules/Entity.md

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# Entity
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**Description:** Class: Entity
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Class representing a GTA V entity.
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## Methods
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### `__eq`
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### `new`
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**Parameters:**
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- `handle` number
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**Returns:**
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- `Entity` |nil
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### `Create`
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**Parameters:**
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- `modelHash` number
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- `entityType` eEntityTypes
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- `pos?` vec3
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- `heading?` number
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- `isNetwork?` boolean
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- `isScriptHostPed?` boolean
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### `Exists`
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**Returns:**
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- `boolean`
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### `GetHandle`
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**Returns:**
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- `number`
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### `GetModelHash`
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**Returns:**
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- `number`
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### `GetPos`
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**Parameters:**
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- `bIsAlive?` boolean
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**Returns:**
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- `vec3`
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### `GetRot`
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**Parameters:**
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- `rotationOrder?` integer
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**Returns:**
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- `vec3`
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### `GetForwardVector`
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**Returns:**
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- `vec3`
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### `GetForwardX`
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**Returns:**
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- `number`
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### `GetForwardY`
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**Returns:**
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- `number`
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### `GetForwardZ`
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**Returns:**
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- `number`
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### `GetMaxHealth`
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**Returns:**
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- `integer`
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### `GetHealth`
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**Returns:**
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- `integer`
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### `GetHeading`
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**Parameters:**
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- `offset?` number
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**Returns:**
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- `number`
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### `GetSpeed`
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**Returns:**
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- `number`
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### `GetVelocity`
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**Returns:**
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- `vec3`
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### `GetHeightAboveGround`
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**Returns:**
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- `number`
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### `GetOffsetInWorldCoords`
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**Parameters:**
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- `offset_x` number
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- `offset_y` number
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- `offset_z` number
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**Returns:**
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- `vec3`
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### `GetOffsetGivenWorldCoords`
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**Parameters:**
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- `offset_x` number
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- `offset_y` number
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- `offset_z` number
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**Returns:**
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- `vec3`
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### `GetBoneIndexByName`
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**Parameters:**
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- `boneName` string
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### `GetBonePosition`
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**Parameters:**
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- `bone` string|number
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### `GetBoneRotation`
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**Parameters:**
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- `bone` string|number
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### `GetWorldPositionOfBone`
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**Parameters:**
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- `bone` string|number
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### `SetCoords`
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**Parameters:**
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- `coords` vec3
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- `xAxis?` boolean
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- `yAxis?` boolean
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- `zAxis?` boolean
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- `clearArea?` boolean
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### `SetCoordsNoOffset`
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**Parameters:**
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- `coords` vec3
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- `xAxis?` boolean
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- `yAxis?` boolean
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- `zAxis?` boolean
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### `GetSpawnPosInFront`
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Will be improved later.
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### `EnableCollision`
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**Parameters:**
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- `keep_physics?` boolean
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### `DisableCollision`
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**Parameters:**
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- `keep_physics?` boolean
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### `ToggleInvincibility`
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**Parameters:**
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- `toggle` boolean
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### `DrawBoundingBox`
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**Parameters:**
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- `color` Color
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