<?xml version="1.0"?>
<doc>
    <assembly>
        "ScriptHookDotNet"
    </assembly>
    <members>
        <member name="M:GTA.Viewport.Equals(GTA.Viewport@,GTA.Viewport@)">
            <summary>
Returns a value indicating whether the two viewports are equivalent.
</summary>
            <param name="value1">The first value to compare.</param>
            <param name="value2">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="value1" /> has the same value as <paramref name="value2" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Viewport.Equals(GTA.Viewport)">
            <summary>
Returns a value indicating whether this instance is equal to the specified object.
</summary>
            <param name="other">A <see cref="T:GTA.Viewport" /> to compare with this instance.</param>
            <returns>
                <c>true</c> if <paramref name="other" /> has the same value as this instance; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Viewport.Equals(System.Object)">
            <summary>
Returns a value indicating whether this instance is equal to the specified object.
</summary>
            <param name="obj">An object to compare with this instance.</param>
            <returns>
                <c>true</c> if <paramref name="obj" /> has the same value as this instance; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Viewport.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Viewport.ToString">
            <summary>
Converts the value of the viewport to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Viewport.op_Inequality(GTA.Viewport,GTA.Viewport)">
            <summary>
Tests for inequality between two viewports.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Viewport.op_Equality(GTA.Viewport,GTA.Viewport)">
            <summary>
Tests for equality between two viewports.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Viewport" /> structure.
</summary>
            <param name="x">The X coordinate of the viewport.</param>
            <param name="y">The Y coordinate of the viewport.</param>
            <param name="width">The width of the viewport.</param>
            <param name="height">The height of the viewport.</param>
            <param name="minZ">The minimum Z distance of the viewport.</param>
            <param name="maxZ">The maximum Z distance of the viewport.</param>
        </member>
        <member name="M:GTA.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Viewport" /> structure.
</summary>
            <param name="x">The X coordinate of the viewport.</param>
            <param name="y">The Y coordinate of the viewport.</param>
            <param name="width">The width of the viewport.</param>
            <param name="height">The height of the viewport.</param>
        </member>
        <member name="P:GTA.Viewport.MaxZ">
            <summary>
Gets or sets the viewport's maximum Z depth.
</summary>
        </member>
        <member name="P:GTA.Viewport.MinZ">
            <summary>
Gets or sets the viewport's minimum Z depth.
</summary>
        </member>
        <member name="P:GTA.Viewport.Height">
            <summary>
Gets or sets the viewport's height.
</summary>
        </member>
        <member name="P:GTA.Viewport.Width">
            <summary>
Gets or sets the viewport's width.
</summary>
        </member>
        <member name="P:GTA.Viewport.Y">
            <summary>
Gets or sets the viewport's Y position.
</summary>
        </member>
        <member name="P:GTA.Viewport.X">
            <summary>
Gets or sets the viewport's X position.
</summary>
        </member>
        <member name="T:GTA.Viewport">
            <summary>
Defines a rectangular region of a render-target surface onto which 
a 3D rendering is projected.
</summary>
            <unmanaged>D3DVIEWPORT9</unmanaged>
        </member>
        <member name="M:GTA.value.Resources.GetTexture(System.String)">
            <summary>
Returns a Texture contained as an embedded resource file in the script
</summary>
        </member>
        <member name="M:GTA.value.Resources.GetText(System.String)">
            <summary>
Returns the text of an embedded resource file included in the script
</summary>
        </member>
        <member name="M:GTA.value.Resources.GetText(System.String,System.Text.Encoding)">
            <summary>
Returns the text of an embedded resource file included in the script
</summary>
        </member>
        <member name="M:GTA.value.Resources.GetData(System.String)">
            <summary>
Returns the data of an embedded resource file included in the script
</summary>
        </member>
        <member name="M:GTA.Garage.GetVehiclesInside">
            <summary>
Returns all vehicles inside the garage. SLOW! Use isVehicleInside istead if possible!
</summary>
        </member>
        <member name="M:GTA.SettingsFile.GetValueModel(System.String)">
            <summary>
Get a value with the given name from the settings file and convert is to a model.
The model may be given as modelname, integer or hex value.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueModel(System.String,System.String)">
            <summary>
Get a value with the given name from the settings file and convert is to a model.
The model may be given as modelname, integer or hex value.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueModel(System.String,GTA.Model)">
            <summary>
Get a value with the given name from the settings file and convert is to a model.
The model may be given as modelname, integer or hex value.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueModel(System.String,System.String,GTA.Model)">
            <summary>
Get a value with the given name from the settings file and convert is to a model.
The model may be given as modelname, integer or hex value.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueKey(System.String,System.Windows.Forms.Keys)">
            <summary>
Get a value with the given name from the settings file and convert is to a key.
The key may be given as the key's name or as keycode.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueKey(System.String,System.String,System.Windows.Forms.Keys)">
            <summary>
Get a value with the given name from the settings file and convert is to a key.
The key may be given as the key's name or as keycode.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueString(System.String)">
            <summary>
Get a string value with the given name from the settings file.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueString(System.String,System.String)">
            <summary>
Get a string value with the given name from the settings file.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueString(System.String,System.String,System.String)">
            <summary>
Get a string value with the given name and category from the settings file.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueInteger(System.String,System.Int32)">
            <summary>
Get an integer value with the given name from the settings file.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueInteger(System.String,System.String,System.Int32)">
            <summary>
Get an integer value with the given name from the settings file.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueFloat(System.String,System.Single)">
            <summary>
Get a float value with the given name from the settings file.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueFloat(System.String,System.String,System.Single)">
            <summary>
Get a float value with the given name from the settings file.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueBool(System.String,System.Boolean)">
            <summary>
Get a boolean value with the given name from the settings file.
INI values that return true: true, yes, on, 1.
INI values that return false: false, no, off, 0.
</summary>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueBool(System.String,System.String,System.Boolean)">
            <summary>
Get a boolean value with the given name from the settings file.
INI values that return true: true, yes, on, 1.
INI values that return false: false, no, off, 0.
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueVector3(System.String)">
            <summary>
Get the value with the given name from the settings file and convert it to a Vector3.
The 3 float values can be seperated by space or by a comma ',' .
</summary>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueVector3(System.String,System.String)">
            <summary>
Get the value with the given name from the settings file and convert it to a Vector3.
The 3 float values can be seperated by space or by a comma ',' .
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueVector3(System.String,System.String,GTA.Vector3)">
            <summary>
Get the value with the given name from the settings file and convert it to a Vector3.
The 3 float values can be seperated by space or by a comma ',' .
</summary>
            <param name="Category">The category of the value to look for. (without the []-brackets)</param>
            <param name="OptionName">The name of the value to look for.</param>
            <param name="DefaultValue">Is returned when the value is not found or invalid.</param>
        </member>
        <member name="M:GTA.SettingsFile.GetValueNames">
            <summary>
Get the names of all values in the default category.
</summary>
        </member>
        <member name="M:GTA.SettingsFile.GetValueNames(System.String)">
            <summary>
Get the names of all values in this category.
</summary>
        </member>
        <member name="M:GTA.SettingsFile.GetCategoryNames">
            <summary>
Get the names of all categories.
</summary>
        </member>
        <member name="M:GTA.SettingsFile.Load">
            <summary>
Load the settings file again. In is automatically loaded on script startup.
</summary>
        </member>
        <member name="P:GTA.SettingsFile.Filename">
            <summary>
The setting file has the same filename as the script, just with an 'ini' extension.
</summary>
        </member>
        <member name="M:GTA.Timer.Stop">
            <summary>
Stops the Timer from firing Tick events and freezes the current value of ElapsedTime.
</summary>
        </member>
        <member name="M:GTA.Timer.Start">
            <summary>
Starts the Timer and resets the ElapsedTime back to 0. The Tick event will fire each Interval if Interval is greater than or equal to 0.
</summary>
        </member>
        <member name="P:GTA.Timer.Interval">
            <summary>
The interval (in Milliseconds) at which the Tick event will be fired. The Tick event will not run if Interval is negative.
Any Wait() in your Script will delay the next Tick until after the Wait is finished.
</summary>
        </member>
        <member name="P:GTA.Timer.ElapsedTime">
            <summary>
Time elapsed since the last Start. Does not increase when the Timer is stopped.
</summary>
        </member>
        <member name="P:GTA.Euphoria.LeanTowardsObjectHelper.Offset">
            <summary>
The offset from the object.
positive X is right, positive Y is in front, positive Z is on Top 
</summary>
        </member>
        <member name="P:GTA.Euphoria.GrabHelper.Offset4">
            <summary>
The Offset from ItemToGrab, that defines the area where to grab. LineGrab uses offsets 1+2, SurfaceGrab uses offsets 1-4.
</summary>
        </member>
        <member name="P:GTA.Euphoria.GrabHelper.Offset3">
            <summary>
The Offset from ItemToGrab, that defines the area where to grab. LineGrab uses offsets 1+2, SurfaceGrab uses offsets 1-4.
</summary>
        </member>
        <member name="P:GTA.Euphoria.GrabHelper.Offset2">
            <summary>
The Offset from ItemToGrab, that defines the area where to grab. LineGrab uses offsets 1+2, SurfaceGrab uses offsets 1-4.
</summary>
        </member>
        <member name="P:GTA.Euphoria.GrabHelper.Offset1">
            <summary>
The Offset from ItemToGrab, that defines the area where to grab. LineGrab uses offsets 1+2, SurfaceGrab uses offsets 1-4.
</summary>
        </member>
        <member name="P:GTA.Euphoria.BeingShotHelper.TimeBeforeCollapse">
            <summary>
Time before the ped will collapse, given in seconds.
</summary>
        </member>
        <member name="P:GTA.Euphoria.BeingShotHelper.TimeBeforeReachForWound">
            <summary>
Time before the ped will reach for the wound, given in seconds.
</summary>
        </member>
        <member name="M:GTA.Euphoria.CustomHelper.Start">
            <summary>
Start the Euphoria animation. It will run up to a maximum of 65 seconds, or until the first previous Euphoria animation ends. Previous Euphoria animations will NOT be disabled.
</summary>
        </member>
        <member name="M:GTA.Euphoria.CustomHelper.Start(System.Int32)">
            <summary>
Start the Euphoria animation. Maximum duration is 65535 milliseconds. Calling this will disable previous Euphoria animations.
</summary>
        </member>
        <member name="M:GTA.Euphoria.CustomMessage.SendTo(GTA.Ped)">
            <summary>
Start the Euphoria animation. It will run up to a maximum of 65 seconds, or until the first previous Euphoria animation ends. Previous Euphoria animations will NOT be disabled.
</summary>
        </member>
        <member name="M:GTA.Euphoria.CustomMessage.SendTo(GTA.Ped,System.Int32)">
            <summary>
Start the Euphoria animation. Maximum duration is 65535 milliseconds. Calling this will disable previous Euphoria animations.
</summary>
        </member>
        <member name="M:GTA.Euphoria.BaseMessage.SetValue(GTA.Euphoria.nmString,GTA.Vector3)">
            <summary>
For directional vectors: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.value.PedComponent.ChangeIfValid(System.Int32,System.Int32)">
            <summary>
Changes ModelIndex and TextureIndex at the same time. Will do nothing when a given index is invalid.
</summary>
        </member>
        <member name="M:GTA.value.PedComponent.Change(System.Int32,System.Int32)">
            <summary>
Changes ModelIndex and TextureIndex at the same time. May throw an ArgumentOutOfRangeException when a given index is invalid.
</summary>
        </member>
        <member name="M:GTA.value.PedComponent.isValid(System.Int32,System.Int32)">
            <summary>
Returns whether or not the given model and texture index combination is valid.
</summary>
        </member>
        <member name="P:GTA.value.PedComponent.TextureIndex">
            <summary>
Gets or sets the index of the texture for the currently selected component model. (Value range: 0 to AvailableTextures-1)
</summary>
        </member>
        <member name="P:GTA.value.PedComponent.ModelIndex">
            <summary>
Gets or sets the index of the model for this component. Changing it will reset the TextureIndex to 0! (Value range: 0 to AvailableModels-1)
</summary>
        </member>
        <member name="P:GTA.value.PedComponent.AvailableTextures">
            <summary>
Returns the number of available textures for the currently selected component model.
</summary>
        </member>
        <member name="P:GTA.value.PedComponent.AvailableModels">
            <summary>
Returns the number of available models for the component.
</summary>
        </member>
        <member name="M:GTA.Vector4.Equals(GTA.Vector4@,GTA.Vector4@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1">The first value to compare.</param>
            <param name="value2">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector4.Equals(GTA.Vector4)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector4.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector4.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Vector4.ToString">
            <summary>
Converts the value of the object to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Inequality(GTA.Vector4,GTA.Vector4)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Equality(GTA.Vector4,GTA.Vector4)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Division(GTA.Vector4,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Multiply(System.Single,GTA.Vector4)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Multiply(GTA.Vector4,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector4.op_UnaryNegation(GTA.Vector4)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Subtraction(GTA.Vector4,GTA.Vector4)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.op_Addition(GTA.Vector4,GTA.Vector4)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Maximize(GTA.Vector4,GTA.Vector4)">
            <summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the largest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Minimize(GTA.Vector4,GTA.Vector4)">
            <summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the smallest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Transform(GTA.Vector4,GTA.Quaternion)">
            <summary>
Transforms a 4D vector by the given <see cref="T:GTA.Quaternion" /> rotation.
</summary>
            <param name="vector">The vector to rotate.</param>
            <param name="rotation">The <see cref="T:GTA.Quaternion" /> rotation to apply.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector4.Transform(GTA.Vector4,GTA.Matrix)">
            <summary>
Transforms a 4D vector by the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="vector">The source vector.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector4.Normalize(GTA.Vector4)">
            <summary>
Converts the vector into a unit vector.
</summary>
            <param name="vector">The vector to normalize.</param>
            <returns>The normalized vector.</returns>
        </member>
        <member name="M:GTA.Vector4.Dot(GTA.Vector4,GTA.Vector4)">
            <summary>
Calculates the dot product of two vectors.
</summary>
            <param name="left">First source vector.</param>
            <param name="right">Second source vector.</param>
            <returns>The dot product of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Distance(GTA.Vector4,GTA.Vector4)">
            <summary>
Calculates the distance between two vectors.
</summary>
            <param name="value1">The first vector.</param>
            <param name="value2">The second vector.</param>
            <returns>The distance between the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Lerp(GTA.Vector4,GTA.Vector4,System.Single)">
            <summary>
Performs a linear interpolation between two vectors.
</summary>
            <param name="start">Start vector.</param>
            <param name="end">End vector.</param>
            <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
            <returns>The linear interpolation of the two vectors.</returns>
            <remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
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. 
</remarks>
        </member>
        <member name="M:GTA.Vector4.Clamp(GTA.Vector4,GTA.Vector4,GTA.Vector4)">
            <summary>
Restricts a value to be within a specified range.
</summary>
            <param name="value">The value to clamp.</param>
            <param name="min">The minimum value.</param>
            <param name="max">The maximum value.</param>
            <returns>The clamped value.</returns>
        </member>
        <member name="M:GTA.Vector4.Negate(GTA.Vector4)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector4.Divide(GTA.Vector4,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector4.Modulate(GTA.Vector4,GTA.Vector4)">
            <summary>
Modulates a vector by another.
</summary>
            <param name="left">The first vector to modulate.</param>
            <param name="right">The second vector to modulate.</param>
            <returns>The modulated vector.</returns>
        </member>
        <member name="M:GTA.Vector4.Multiply(GTA.Vector4,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector4.Subtract(GTA.Vector4,GTA.Vector4)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Add(GTA.Vector4,GTA.Vector4)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector4.Normalize">
            <summary>
Converts the vector into a unit vector.
</summary>
        </member>
        <member name="M:GTA.Vector4.Length">
            <summary>
Calculates the length of the vector.
</summary>
            <returns>The length of the vector.</returns>
        </member>
        <member name="M:GTA.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector4" /> class.
</summary>
            <param name="x">Initial value for the X component of the vector.</param>
            <param name="y">Initial value for the Y component of the vector.</param>
            <param name="z">Initial value for the Z component of the vector.</param>
            <param name="w">Initial value for the W component of the vector.</param>
        </member>
        <member name="M:GTA.Vector4.#ctor(GTA.Vector3,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector4" /> class.
</summary>
            <param name="value">A vector containing the values with which to initialize the X, Y, and Z components</param>
            <param name="w">Initial value for the W component of the vector.</param>
        </member>
        <member name="M:GTA.Vector4.#ctor(GTA.Vector2,System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector4" /> class.
</summary>
            <param name="value">A vector containing the values with which to initialize the X and Y components</param>
            <param name="z">Initial value for the Z component of the vector.</param>
            <param name="w">Initial value for the W component of the vector.</param>
        </member>
        <member name="F:GTA.Vector4.W">
            <summary>
Gets or sets the W component of the vector.
</summary>
            <value>The W component of the vector.</value>
        </member>
        <member name="F:GTA.Vector4.Z">
            <summary>
Gets or sets the Z component of the vector.
</summary>
            <value>The Z component of the vector.</value>
        </member>
        <member name="F:GTA.Vector4.Y">
            <summary>
Gets or sets the Y component of the vector.
</summary>
            <value>The Y component of the vector.</value>
        </member>
        <member name="F:GTA.Vector4.X">
            <summary>
Gets or sets the X component of the vector.
</summary>
            <value>The X component of the vector.</value>
        </member>
        <member name="T:GTA.Vector4">
            <summary>
Defines a four component vector.
</summary>
            <unmanaged>D3DXVECTOR4</unmanaged>
        </member>
        <member name="P:GTA.Group.SeparationRange">
            <summary>
The distance at which members leave the group automatically (in meters/yard). Default is 75.
</summary>
        </member>
        <member name="M:GTA.Native.Pointer.ToInputParameter">
            <summary>
Unpoints the pointer and returns it as a usual parameter that is NOT a poitner anymore.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.WeaponAccuracy">
            <summary>
Weapon accuracy. Overrides Ped.Accuracy
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.Teamwork">
            <summary>
Not sure what it does or which values it takes. Common value is 2.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.TargetLossResponse">
            <summary>
Not sure what it does or which values it takes. Common values are 0 and 2.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.TargetInjuredReaction">
            <summary>
Not sure what it does or which values it takes. Common value is 0.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.StandingStyle">
            <summary>
Not sure what it does or which values it takes.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.SightRange">
            <summary>
Range of sight in meters/yards.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.RetreatingBehavior">
            <summary>
Not sure what it does or which values it takes. Common values are 1 and 2.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.NavigationStyle">
            <summary>
Not sure what it does or which values it takes. Common values are 0, 1 and 2.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.MovementStyle">
            <summary>
Not sure what it does or which values it takes.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.LowHealth">
            <summary>
Not sure what it does or which values it takes.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.FireRate">
            <summary>
Not sure what it does or which values it takes. Common values are 0, 1 and 2.
</summary>
        </member>
        <member name="P:GTA.DecisionMaker.Caution">
            <summary>
Not sure which values it takes. 2 is a common value and means most likely "more cautious than normal".
</summary>
        </member>
        <member name="M:GTA.Game.Exists(GTA.base.Object)">
            <summary>
Returns whether the given object still exists in game.
</summary>
        </member>
        <member name="T:GTA.TaskSequence">
            <summary>
TaskSequences are used to arrange several Tasks into a sequence.
</summary>
        </member>
        <member name="M:GTA.Graphics.DrawLine(System.Drawing.PointF,System.Drawing.PointF,System.Single,System.Drawing.Color)">
            <summary>
Draws a colored line.
</summary>
        </member>
        <member name="M:GTA.Graphics.DrawLine(System.Single,System.Single,System.Single,System.Single,System.Single,System.Drawing.Color)">
            <summary>
Draws a colored line.
</summary>
        </member>
        <member name="M:GTA.Graphics.DrawRectangle(System.Single,System.Single,System.Single,System.Single,System.Drawing.Color)">
            <summary>
Draws a colored Rectangle.
</summary>
        </member>
        <member name="M:GTA.Graphics.DrawRectangle(System.Drawing.RectangleF,System.Drawing.Color)">
            <summary>
Draws a colored Rectangle.
</summary>
        </member>
        <member name="M:GTA.Direct3D.NewTextureInternal(System.Byte[],GTA.ImageInformation@)">
            <summary>
Creates a new Direct3D Font and returns the pointer. LOCAL ONLY!
</summary>
        </member>
        <member name="M:GTA.Direct3D.NewFontInternal(System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32,System.String)">
            <summary>
Creates a new Direct3D Font and returns the pointer. LOCAL ONLY!
</summary>
        </member>
        <member name="M:GTA.Direct3D.AddNewObject(GTA.base.iD3DObject)">
            <summary>
Adds a new Direct3D object to the ObjectCache and returns the ID.
</summary>
        </member>
        <member name="M:GTA.World.SetDoorState(GTA.Model,GTA.Vector3,System.Boolean,System.Single)">
            <summary>
Sets the state of the closest door with the given model.
</summary>
            <param name="DoorModel">Model of the nearby door to open.</param>
            <param name="NearbyPosition">A position close to the door.</param>
            <param name="Locked">The door cannot be moved when locked.</param>
            <param name="Angle">The current door angle. 0 is closed, 1 is open, -1 is open to the other direction.</param>
        </member>
        <member name="M:GTA.World.GetAllObjects">
            <summary>
Returns all currently existing objects. VERY SLOW! Also includes mission objects!
Make sure to check every returned Object with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetAllObjects(GTA.Model)">
            <summary>
Returns all currently existing objects of one model. VERY SLOW! Also includes mission objects!
Make sure to check every returned Object with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetAllVehicles">
            <summary>
Returns all currently existing vehicles. SLOW! Also includes player and mission vehicles!
Make sure to check every returned Vehicle with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetAllVehicles(GTA.Model)">
            <summary>
Returns all currently existing vehicles of one model. Slow, but very reliable! Also includes player and mission vehicles!
Make sure to check every returned Vehicle with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetVehicles(GTA.Vector3,System.Single)">
            <summary>
Returns all vehicles in the given area. Slow, but very reliable! Also includes player and mission vehicles!
</summary>
        </member>
        <member name="M:GTA.World.GetVehicles(GTA.Vector3,System.Single,GTA.Model)">
            <summary>
Returns all vehicles of one model in the given area. Slow, but very reliable! Also includes player and mission vehicles!
</summary>
        </member>
        <member name="M:GTA.World.GetAllPeds">
            <summary>
Returns all currently existing peds. SLOW! Also includes players, mission peds and vehicle passengers!
Make sure to check every returned Ped with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetAllPeds(GTA.Model)">
            <summary>
Returns all currently existing peds of one model. Slow, but very reliable! Also includes players, mission peds and vehicle passengers!
Make sure to check every returned Ped with Exists() before using it!
</summary>
        </member>
        <member name="M:GTA.World.GetPeds(GTA.Vector3,System.Single)">
            <summary>
Returns all peds in the given area. Slow, but very reliable! Also includes players, mission peds and vehicle passengers!
</summary>
        </member>
        <member name="M:GTA.World.GetPeds(GTA.Vector3,System.Single,System.Int32)">
            <summary>
Returns all peds in the given area. Slow, but very reliable! Also includes players, mission peds and vehicle passengers!
</summary>
        </member>
        <member name="P:GTA.World.PedDensity">
            <summary>
Sets the ped density. 1.0 is default, 2.0 is twice as much as normal, etc.
</summary>
        </member>
        <member name="P:GTA.World.CarDensity">
            <summary>
Sets the car density. 1.0 is default, 2.0 is twice as much as normal, etc.
</summary>
        </member>
        <member name="M:GTA.World.DrawLight(GTA.Vector3,System.Drawing.Color,System.Single,System.Single)">
            <summary>
Draws a 3D Light at the given position.
</summary>
            <param name="Intensity">Light Intensity. 50 is a common value.</param>
        </member>
        <member name="M:GTA.World.DrawCheckpoint(GTA.Vector3,System.Single,System.Drawing.Color)">
            <summary>
Draws a 3D Checkpoint at the given position.
</summary>
        </member>
        <member name="P:GTA.Script.GeneralInfo">
            <summary>
The general info is shown by the 'ScriptHelp' console command, together with all available console commands.
</summary>
        </member>
        <member name="P:GTA.Script.GUID">
            <summary>
The GUID is used to uniquely idetify your script. With it you are able to communicate between scripts.
DO NOT use the same GUID for multiple scripts!
If you want to get a new GUID for your script, just google "generate guid" to find an online generator.
</summary>
        </member>
        <member name="E:GTA.Script.PerFrameDrawing">
            <summary>
Will run every Frame. Use ONLY for drawing functions! Do NOT call Wait() here!
</summary>
        </member>
        <member name="P:GTA.Script.Resources">
            <summary>
Allows access to resources embedded in the script
</summary>
        </member>
        <member name="P:GTA.Script.Settings">
            <summary>
Access the settings file of the script.
It has the same filename as the script, just with an 'ini' extension.
</summary>
        </member>
        <member name="T:GTA.RemoteScriptDomain">
            <summary>
Factory class to create objects exposing IRemoteInterface
</summary>
        </member>
        <member name="M:GTA.Vehicle.GetOffset(GTA.Vector3)">
            <summary>
Returns the given position as directional offset using the following directions:
positive X is right, positive Y is in front, positive Z is on Top 
</summary>
        </member>
        <member name="M:GTA.Vehicle.GetOffsetPosition(GTA.Vector3)">
            <summary>
Returns the given offset in world coordinates.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="P:GTA.Vehicle.FeatureColor2">
            <summary>
Gets or sets the color of some extra features for the vehicle. (stripes, etc.)
</summary>
        </member>
        <member name="P:GTA.Vehicle.FeatureColor1">
            <summary>
Gets or sets the color of some extra features for the vehicle. (stripes, etc.)
</summary>
        </member>
        <member name="P:GTA.Vehicle.SpecularColor">
            <summary>
Gets or sets the specular color of the vehicle. (for sun reflections, etc.)
</summary>
        </member>
        <member name="P:GTA.Vehicle.Color">
            <summary>
Gets or sets the base color of the vehicle.
</summary>
        </member>
        <member name="P:GTA.Vehicle.PetrolTankHealth">
            <summary>
The current health of the car's petrol tank. 1000 is maximum, 0 is broken, can go below 0 if burning. 
</summary>
        </member>
        <member name="P:GTA.Vehicle.EngineHealth">
            <summary>
The current health of the car's engine. 1000 is maximum, 0 is broken, can go below 0 if burning. 
</summary>
        </member>
        <member name="M:GTA.Vehicle.ApplyForceRelative(GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the vehicle.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Vehicle.ApplyForceRelative(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the vehicle.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Vehicle.ApplyForce(GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the vehicle.
</summary>
        </member>
        <member name="M:GTA.Vehicle.ApplyForce(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the vehicle.
</summary>
        </member>
        <member name="P:GTA.Vehicle.CurrentRPM">
            <summary>
Returns a value between 0 and 1 that represents how far you push the RPM of the engine currently.
</summary>
        </member>
        <member name="P:GTA.Vehicle.CurrentRoom">
            <summary>
Gets or sets the interior room the vehicle currently is at. It needs to be set correctly for the vehicle to be visible inside the room.
</summary>
        </member>
        <member name="P:GTA.Vehicle.Rotation">
            <summary>
Gets or sets the rotation of the vehicle. X is pitch, Y is roll, Z is yaw.
Can be slightly off. Use RotationQuaternion if it should be perfectly accurate.
</summary>
        </member>
        <member name="P:GTA.Pickup.CurrentRoom">
            <summary>
Gets or sets the interior room the pickup currently is at. It needs to be set correctly for the pickup to be visible inside the room.
</summary>
        </member>
        <member name="M:GTA.Ped.GetOffsetPosition(GTA.Vector3)">
            <summary>
Returns the given offset in world coordinates.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Ped.AttachTo(GTA.Vehicle,GTA.Vector3)">
            <summary>
Attaches the ped to a vehicle WITHOUT physics!
</summary>
        </member>
        <member name="P:GTA.Ped.Enemy">
            <summary>
Sets whether the ped should be considered an enemy of the player.
</summary>
        </member>
        <member name="P:GTA.Ped.BlockPermanentEvents">
            <summary>
Sets whether permanent events - like responding to an aggressor - that may abort currently assigned tasks should be blocked.
</summary>
        </member>
        <member name="P:GTA.Ped.CurrentVehicle">
            <summary>
Gets the currently used vehicle of the ped. Returns Nothing when no vehicle is used.
</summary>
        </member>
        <member name="P:GTA.Ped.Euphoria">
            <summary>
Provides some easy to use Euphoria/NaturalMotion objects.
</summary>
        </member>
        <member name="P:GTA.Ped.Weapons">
            <summary>
Contains several classes to access weapon functionality.
</summary>
        </member>
        <member name="P:GTA.Ped.Animation">
            <summary>
Provides control over ped animations.
</summary>
        </member>
        <member name="P:GTA.Ped.Task">
            <summary>
Tasks control the behaviour of peds.
</summary>
        </member>
        <member name="P:GTA.Ped.isIdle">
            <summary>
Gets whether the ped is currently available for idle animations. Has some overhead, don't call it every frame.
</summary>
        </member>
        <member name="P:GTA.Ped.Armor">
            <summary>
Gets or sets the current health of the ped. 0 to 100 is the normal range.
</summary>
        </member>
        <member name="P:GTA.Ped.MaxHealth">
            <summary>
Gets or sets the maximum health for NPCs. Default is 100.
</summary>
        </member>
        <member name="P:GTA.Ped.Health">
            <summary>
Gets or sets the current health of the ped. 1 to 100 is the normal range. 
Can be greater than 100 for Peds with incresed MaxHealth.
-99 to 0 is injured. -100 is completely dead.
</summary>
        </member>
        <member name="M:GTA.Ped.ApplyForceRelative(GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the ped.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Ped.ApplyForceRelative(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the ped.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Ped.ApplyForce(GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the ped.
</summary>
        </member>
        <member name="M:GTA.Ped.ApplyForce(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the ped.
</summary>
        </member>
        <member name="P:GTA.Ped.CurrentRoom">
            <summary>
Gets or sets the interior room the ped currently is at. It needs to be set correctly for the ped to be visible inside the room.
</summary>
        </member>
        <member name="M:GTA.Object.GetOffsetPosition(GTA.Vector3)">
            <summary>
Returns the given offset in world coordinates.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Object.ApplyForceRelative(GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the object.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Object.ApplyForceRelative(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force that is relative to the current orientation of the object.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="M:GTA.Object.ApplyForce(GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the object.
</summary>
        </member>
        <member name="M:GTA.Object.ApplyForce(GTA.Vector3,GTA.Vector3)">
            <summary>
Applies a force given in world coordinates to the object.
</summary>
        </member>
        <member name="P:GTA.Object.CurrentRoom">
            <summary>
Gets or sets the interior room the object currently is at. It needs to be set correctly for the object to be visible inside the room.
</summary>
        </member>
        <member name="M:GTA.Blip.GetAttachedItem">
            <summary>
Returns the item the Blip is attached to or Nothing/Null if it isn't attached to an item.
</summary>
        </member>
        <member name="P:GTA.Forms.Form.Resources">
            <summary>
Allows access to resources embedded in the script
</summary>
        </member>
        <member name="P:GTA.Forms.Control.Transparency">
            <summary>
Gets or sets the Alpha value of the BackColor property. Range from 0.0 (opaque) to 1.0 (invisible).
</summary>
        </member>
        <member name="M:GTA.ObjectCollection.Convert``1(System.Int32)">
            <summary>
Tries to convert the parameter at the given index to type T.
</summary>
        </member>
        <member name="M:GTA.ParameterCollection.ToString(System.Int32)">
            <summary>
Converts the parameter at the given index into a string.
</summary>
        </member>
        <member name="M:GTA.ParameterCollection.ToModel(System.Int32)">
            <summary>
Converts the parameter at the given index into a model. It takes names, integers or hex values.
</summary>
        </member>
        <member name="M:GTA.ParameterCollection.ToVector3(System.Int32)">
            <summary>
Converts the 3 parameters starting at the given index into a Vector3 value.
</summary>
        </member>
        <member name="M:GTA.ParameterCollection.ToFloat(System.Int32)">
            <summary>
Converts the parameter at the given index into a float value.
</summary>
        </member>
        <member name="M:GTA.ParameterCollection.ToInteger(System.Int32)">
            <summary>
Converts the parameter at the given index into an integer value.
</summary>
        </member>
        <member name="P:GTA.KeyEventArgs.Alt">
            <summary>
Returns if the key was pressed in combination with Alt.
</summary>
        </member>
        <member name="P:GTA.KeyEventArgs.Control">
            <summary>
Returns if the key was pressed in combination with Control.
</summary>
        </member>
        <member name="P:GTA.KeyEventArgs.Shift">
            <summary>
Returns if the key was pressed in combination with Shift.
</summary>
        </member>
        <member name="P:GTA.KeyEventArgs.KeyWithModifiers">
            <summary>
Returns the key combined with modifier (Shift, Control, Alt) information.
</summary>
        </member>
        <member name="P:GTA.KeyEventArgs.Key">
            <summary>
Returns the key without any modifier information.
</summary>
        </member>
        <member name="M:GTA.base.HandleObject.SetMetadata``1(System.String,System.Boolean,``0)">
            <summary>
Store Metadata for the object. Metadata can be read back as long as the object exists.
</summary>
            <param name="ValueName">Name of the Metadata to store.</param>
            <param name="Global">Global Metadata is accessible by all scripts.</param>
            <param name="Value">Value of the Metadata to store.</param>
        </member>
        <member name="M:GTA.base.HandleObject.HasMetadata(System.String)">
            <summary>
Checks if Metadata exists on the object. The Metadata may be local or global. Local Metadtata has preference.
</summary>
            <param name="ValueName">Name of the stored Metadata.</param>
        </member>
        <member name="M:GTA.base.HandleObject.HasMetadata(System.String,System.Boolean)">
            <summary>
Checks if explicit local OR global Metadata exists on the object.
</summary>
            <param name="ValueName">Name of the stored Metadata.</param>
            <param name="Global">Global Metadata is accessible by all scripts.</param>
        </member>
        <member name="M:GTA.base.HandleObject.GetMetadata``1(System.String)">
            <summary>
Read Metadata from the object. The Metadata may be local or global. Local Metadtata has preference.
</summary>
            <param name="ValueName">Name of the stored Metadata.</param>
        </member>
        <member name="M:GTA.base.HandleObject.GetMetadata``1(System.String,System.Boolean)">
            <summary>
Read only explicit local OR global Metadata from the object.
</summary>
            <param name="ValueName">Name of the stored Metadata.</param>
            <param name="Global">Global Metadata is accessible by all scripts.</param>
        </member>
        <member name="P:GTA.base.HandleObject.Metadata">
            <summary>
Allows you to store Metadata on an object. Metadata can be read back as long as the object exists. 
Usage: object.Metadata.MyValueName = MyData
</summary>
            <param name="ValueName">Name of the stored Metadata.</param>
        </member>
        <member name="M:GTA.base.Object.Exists">
            <summary>
Returns whether the object still exists in game. Other calls to non-existing objects will result in an error. This function is FAST and is better checked too much rather than too less.
</summary>
        </member>
        <member name="E:GTA.base.Object.CeasedToExist">
            <summary>
The event will be raised as soon as the object ceases to exist in game.
</summary>
        </member>
        <member name="M:GTA.ImageInformation.Equals(GTA.ImageInformation@,GTA.ImageInformation@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1">The first value to compare.</param>
            <param name="value2">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.ImageInformation.Equals(GTA.ImageInformation)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.ImageInformation.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.ImageInformation.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.ImageInformation.op_Inequality(GTA.ImageInformation,GTA.ImageInformation)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.ImageInformation.op_Equality(GTA.ImageInformation,GTA.ImageInformation)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.ImageInformation.FromMemory(System.Byte[])">
            <summary>
Retrieves information about an image from memory.
</summary>
            <param name="memory">A block of memory containing the image.</param>
            <returns>Information about the image.</returns>
        </member>
        <member name="P:GTA.ImageInformation.ImageFileFormat">
            <summary>
The format of the image file.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.ResourceType">
            <summary>
The type of the texture stored in the file.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.Format">
            <summary>
The original format of the image.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.MipLevels">
            <summary>
Number of mip levels in the original image.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.Depth">
            <summary>
Depth of the original image, in pixels.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.Height">
            <summary>
Height of the original image, in pixels.
</summary>
        </member>
        <member name="P:GTA.ImageInformation.Width">
            <summary>
Width of the original image, in pixels.
</summary>
        </member>
        <member name="T:GTA.ImageInformation">
            <summary>
Contains the description of the contents of an image file.
</summary>
            <unmanaged>D3DXIMAGE_INFO</unmanaged>
        </member>
        <member name="M:GTA.Model.GetDimensions">
            <summary>
Returns the total dimensions of the model. X is width, Y is length, Z is height.
</summary>
        </member>
        <member name="M:GTA.Model.GetDimensions(GTA.Vector3@,GTA.Vector3@)">
            <summary>
Returns the dimensions of the model as a 3D box defined by two vectors.
Directions: positive X is right, positive Y is front, positive Z is Top 
</summary>
        </member>
        <member name="P:GTA.Model.Null">
            <summary>
Returns an empty (NULL) model.
</summary>
        </member>
        <member name="M:GTA.Matrix.Equals(GTA.Matrix@,GTA.Matrix@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1" />
            <param name="value2" />
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Matrix.Equals(GTA.Matrix)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Matrix.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Matrix.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Matrix.ToString">
            <summary>
Converts the value of the object to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Inequality(GTA.Matrix,GTA.Matrix)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Equality(GTA.Matrix,GTA.Matrix)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Multiply(System.Single,GTA.Matrix)">
            <summary>
Scales a matrix by a given value.
</summary>
            <param name="right">The matrix to scale.</param>
            <param name="left">The amount by which to scale.</param>
            <returns>The scaled matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Multiply(GTA.Matrix,System.Single)">
            <summary>
Scales a matrix by a given value.
</summary>
            <param name="left">The matrix to scale.</param>
            <param name="right">The amount by which to scale.</param>
            <returns>The scaled matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Multiply(GTA.Matrix,GTA.Matrix)">
            <summary>
Multiplies two matricies.
</summary>
            <param name="left">The first matrix to multiply.</param>
            <param name="right">The second matrix to multiply.</param>
            <returns>The product of the two matricies.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Division(GTA.Matrix,System.Single)">
            <summary>
Scales a matrix by a given value.
</summary>
            <param name="left">The matrix to scale.</param>
            <param name="right">The amount by which to scale.</param>
            <returns>The scaled matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Division(GTA.Matrix,GTA.Matrix)">
            <summary>
Divides two matricies.
</summary>
            <param name="left">The first matrix to divide.</param>
            <param name="right">The second matrix to divide.</param>
            <returns>The quotient of the two matricies.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Subtraction(GTA.Matrix,GTA.Matrix)">
            <summary>
Subtracts two matricies.
</summary>
            <param name="left">The first matrix to subtract.</param>
            <param name="right">The second matrix to subtract.</param>
            <returns>The difference between the two matricies.</returns>
        </member>
        <member name="M:GTA.Matrix.op_Addition(GTA.Matrix,GTA.Matrix)">
            <summary>
Adds two matricies.
</summary>
            <param name="left">The first matrix to add.</param>
            <param name="right">The second matrix to add.</param>
            <returns>The sum of the two matricies.</returns>
        </member>
        <member name="M:GTA.Matrix.op_UnaryNegation(GTA.Matrix)">
            <summary>
Negates a matrix.
</summary>
            <param name="matrix">The matrix to negate.</param>
            <returns>The negated matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Transformation2D(GTA.Vector2,System.Single,GTA.Vector2,GTA.Vector2,System.Single,GTA.Vector2)">
            <summary>
Creates a 2D transformation matrix.
</summary>
            <param name="scalingCenter">Center point of the scaling operation.</param>
            <param name="scalingRotation">Scaling rotation amount.</param>
            <param name="scaling">Scaling factor.</param>
            <param name="rotationCenter">The center of the rotation.</param>
            <param name="rotation">The rotation of the transformation.</param>
            <param name="translation">The translation factor of the transformation.</param>
            <returns>The created transformation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Transformation(GTA.Vector3,GTA.Quaternion,GTA.Vector3,GTA.Vector3,GTA.Quaternion,GTA.Vector3)">
            <summary>
Creates a transformation matrix.
</summary>
            <param name="scalingCenter">Center point of the scaling operation.</param>
            <param name="scalingRotation">Scaling rotation amount.</param>
            <param name="scaling">Scaling factor.</param>
            <param name="rotationCenter">The center of the rotation.</param>
            <param name="rotation">The rotation of the transformation.</param>
            <param name="translation">The translation factor of the transformation.</param>
            <returns>The created transformation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.AffineTransformation2D(System.Single,GTA.Vector2,System.Single,GTA.Vector2)">
            <summary>
Creates a 2D affine transformation matrix.
</summary>
            <param name="scaling">Scaling factor.</param>
            <param name="rotationCenter">The center of the rotation.</param>
            <param name="rotation">The rotation of the transformation.</param>
            <param name="translation">The translation factor of the transformation.</param>
            <returns>The created affine transformation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.AffineTransformation(System.Single,GTA.Vector3,GTA.Quaternion,GTA.Vector3)">
            <summary>
Creates a 3D affine transformation matrix.
</summary>
            <param name="scaling">Scaling factor.</param>
            <param name="rotationCenter">The center of the rotation.</param>
            <param name="rotation">The rotation of the transformation.</param>
            <param name="translation">The translation factor of the transformation.</param>
            <returns>The created affine transformation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Transpose(GTA.Matrix)">
            <summary>
Calculates the transpose of the specified matrix.
</summary>
            <param name="matrix">The matrix whose transpose is to be calculated.</param>
            <returns>The transpose of the specified matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Invert(GTA.Matrix)">
            <summary>
Calculates the inverse of the specified matrix.
</summary>
            <param name="matrix">The matrix whose inverse is to be calculated.</param>
            <returns>The inverse of the specified matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Translation(GTA.Vector3)">
            <summary>
Creates a translation matrix using the specified offsets.
</summary>
            <param name="amount">The offset for all three coordinate planes.</param>
            <returns>The created translation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Translation(System.Single,System.Single,System.Single)">
            <summary>
Creates a translation matrix using the specified offsets.
</summary>
            <param name="x">X-coordinate offset.</param>
            <param name="y">Y-coordinate offset.</param>
            <param name="z">Z-coordinate offset.</param>
            <returns>The created translation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Scaling(GTA.Vector3)">
            <summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
            <param name="scale">Scaling factor for all three axes.</param>
            <returns>The created scaling matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Scaling(System.Single,System.Single,System.Single)">
            <summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
            <param name="x">Scaling factor that is applied along the x-axis.</param>
            <param name="y">Scaling factor that is applied along the y-axis.</param>
            <param name="z">Scaling factor that is applied along the z-axis.</param>
            <returns>The created scaling matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.PerspectiveRH(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Creates a right-handed, perspective projection matrix.
</summary>
            <param name="width">Width of the viewing volume.</param>
            <param name="height">Height of the viewing volume.</param>
            <param name="znear">Minimum z-value of the viewing volume.</param>
            <param name="zfar">Maximum z-value of the viewing volume.</param>
            <returns>The created projection matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.PerspectiveLH(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Creates a left-handed, perspective projection matrix.
</summary>
            <param name="width">Width of the viewing volume.</param>
            <param name="height">Height of the viewing volume.</param>
            <param name="znear">Minimum z-value of the viewing volume.</param>
            <param name="zfar">Maximum z-value of the viewing volume.</param>
            <returns>The created projection matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.OrthoRH(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Creates a right-handed, orthographic projection matrix.
</summary>
            <param name="width">Width of the viewing volume.</param>
            <param name="height">Height of the viewing volume.</param>
            <param name="znear">Minimum z-value of the viewing volume.</param>
            <param name="zfar">Maximum z-value of the viewing volume.</param>
            <returns>The created projection matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.OrthoLH(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Creates a left-handed, orthographic projection matrix.
</summary>
            <param name="width">Width of the viewing volume.</param>
            <param name="height">Height of the viewing volume.</param>
            <param name="znear">Minimum z-value of the viewing volume.</param>
            <param name="zfar">Maximum z-value of the viewing volume.</param>
            <returns>The created projection matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.LookAtRH(GTA.Vector3,GTA.Vector3,GTA.Vector3)">
            <summary>
Creates a right-handed, look-at matrix.
</summary>
            <param name="eye">The position of the viewer's eye.</param>
            <param name="target">The camera look-at target.</param>
            <param name="up">The camera's up vector.</param>
            <returns>The created look-at matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.LookAtLH(GTA.Vector3,GTA.Vector3,GTA.Vector3)">
            <summary>
Creates a left-handed, look-at matrix.
</summary>
            <param name="eye">The position of the viewer's eye.</param>
            <param name="target">The camera look-at target.</param>
            <param name="up">The camera's up vector.</param>
            <returns>The created look-at matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
            <summary>
Creates a rotation matrix with a specified yaw, pitch, and roll.
</summary>
            <param name="yaw">Yaw around the y-axis, in radians.</param>
            <param name="pitch">Pitch around the x-axis, in radians.</param>
            <param name="roll">Roll around the z-axis, in radians.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationQuaternion(GTA.Quaternion)">
            <summary>
Creates a rotation matrix from a quaternion.
</summary>
            <param name="rotation">The quaternion to use to build the matrix.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationAxis(GTA.Vector3,System.Single)">
            <summary>
Creates a matrix that rotates around an arbitary axis.
</summary>
            <param name="axis">The axis around which to rotate.</param>
            <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationZ(System.Single)">
            <summary>
Creates a matrix that rotates around the z-axis.
</summary>
            <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationY(System.Single)">
            <summary>
Creates a matrix that rotates around the y-axis.
</summary>
            <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.RotationX(System.Single)">
            <summary>
Creates a matrix that rotates around the x-axis.
</summary>
            <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
            <returns>The created rotation matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Billboard(GTA.Vector3,GTA.Vector3,GTA.Vector3,GTA.Vector3)">
            <summary>
Creates a spherical billboard that rotates around a specified object position.
</summary>
            <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
            <param name="cameraPosition">The position of the camera.</param>
            <param name="cameraUpVector">The up vector of the camera.</param>
            <param name="cameraForwardVector">The forward vector of the camera.</param>
            <returns>The created billboard matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Lerp(GTA.Matrix,GTA.Matrix,System.Single)">
            <summary>
Performs a linear interpolation between two matricies.
</summary>
            <param name="start">Start matrix.</param>
            <param name="end">End matrix.</param>
            <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
            <returns>The linear interpolation of the two matrices.</returns>
            <remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
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. 
</remarks>
        </member>
        <member name="M:GTA.Matrix.Negate(GTA.Matrix)">
            <summary>
Negates a matrix.
</summary>
            <param name="matrix">The matrix to be negated.</param>
            <returns>The negated matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Divide(GTA.Matrix,System.Single)">
            <summary>
Scales a matrix by the given value.
</summary>
            <param name="left">The matrix to scale.</param>
            <param name="right">The amount by which to scale.</param>
            <returns>The scaled matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Divide(GTA.Matrix,GTA.Matrix)">
            <summary>
Determines the quotient of two matrices.
</summary>
            <param name="left">The first matrix to divide.</param>
            <param name="right">The second matrix to divide.</param>
            <returns>The quotient of the two matrices.</returns>
        </member>
        <member name="M:GTA.Matrix.Multiply(GTA.Matrix,System.Single)">
            <summary>
Scales a matrix by the given value.
</summary>
            <param name="left">The matrix to scale.</param>
            <param name="right">The amount by which to scale.</param>
            <returns>The scaled matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Multiply(GTA.Matrix,GTA.Matrix)">
            <summary>
Determines the product of two matrices.
</summary>
            <param name="left">The first matrix to multiply.</param>
            <param name="right">The second matrix to multiply.</param>
            <returns>The product of the two matrices.</returns>
        </member>
        <member name="M:GTA.Matrix.Subtract(GTA.Matrix,GTA.Matrix)">
            <summary>
Determines the difference between two matrices.
</summary>
            <param name="left">The first matrix to subtract.</param>
            <param name="right">The second matrix to subtract.</param>
            <returns>The difference between the two matrices.</returns>
        </member>
        <member name="M:GTA.Matrix.Add(GTA.Matrix,GTA.Matrix)">
            <summary>
Determines the sum of two matrices.
</summary>
            <param name="left">The first matrix to add.</param>
            <param name="right">The second matrix to add.</param>
            <returns>The sum of the two matrices.</returns>
        </member>
        <member name="M:GTA.Matrix.Determinant">
            <summary>
Calculates the determinant of the matrix.
</summary>
            <returns>The determinant of the matrix.</returns>
        </member>
        <member name="M:GTA.Matrix.Invert">
            <summary>
Inverts the matrix.
</summary>
        </member>
        <member name="P:GTA.Matrix.IsIdentity">
            <summary>
Gets a value indicating whether this instance is an identity matrix.
</summary>
        </member>
        <member name="P:GTA.Matrix.Identity">
            <summary>
Gets a <see cref="T:GTA.Matrix" /> that represents an identity matrix.
</summary>
        </member>
        <member name="F:GTA.Matrix.M44">
            <summary>
Gets or sets the element of the matrix that exists in the fourth row and fourth column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M43">
            <summary>
Gets or sets the element of the matrix that exists in the fourth row and third column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M42">
            <summary>
Gets or sets the element of the matrix that exists in the fourth row and second column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M41">
            <summary>
Gets or sets the element of the matrix that exists in the fourth row and first column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M34">
            <summary>
Gets or sets the element of the matrix that exists in the third row and fourth column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M33">
            <summary>
Gets or sets the element of the matrix that exists in the third row and third column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M32">
            <summary>
Gets or sets the element of the matrix that exists in the third row and second column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M31">
            <summary>
Gets or sets the element of the matrix that exists in the third row and first column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M24">
            <summary>
Gets or sets the element of the matrix that exists in the second row and fourth column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M23">
            <summary>
Gets or sets the element of the matrix that exists in the second row and third column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M22">
            <summary>
Gets or sets the element of the matrix that exists in the second row and second column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M21">
            <summary>
Gets or sets the element of the matrix that exists in the second row and first column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M14">
            <summary>
Gets or sets the element of the matrix that exists in the first row and fourth column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M13">
            <summary>
Gets or sets the element of the matrix that exists in the first row and third column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M12">
            <summary>
Gets or sets the element of the matrix that exists in the first row and second column. 
</summary>
        </member>
        <member name="F:GTA.Matrix.M11">
            <summary>
Gets or sets the element of the matrix that exists in the first row and first column. 
</summary>
        </member>
        <member name="T:GTA.Matrix">
            <summary>
Defines a 4x4 matrix.
</summary>
            <unmanaged>D3DXMATRIX</unmanaged>
        </member>
        <member name="M:GTA.Quaternion.Equals(GTA.Quaternion@,GTA.Quaternion@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1" />
            <param name="value2" />
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Quaternion.Equals(GTA.Quaternion)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Quaternion.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Quaternion.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Quaternion.ToString">
            <summary>
Converts the value of the object to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Inequality(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Equality(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_UnaryNegation(GTA.Quaternion)">
            <summary>
Reverses the direction of a given quaternion.
</summary>
            <param name="quaternion">The quaternion to negate.</param>
            <returns>A quaternion facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Subtraction(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Subtracts two quaternions.
</summary>
            <param name="left">The first quaternion to subtract.</param>
            <param name="right">The second quaternion to subtract.</param>
            <returns>The difference of the two quaternions.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Addition(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Adds two quaternions.
</summary>
            <param name="left">The first quaternion to add.</param>
            <param name="right">The second quaternion to add.</param>
            <returns>The sum of the two quaternions.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Division(GTA.Quaternion,System.Single)">
            <summary>
Divides a quaternion by another.
</summary>
            <param name="left">The first quaternion to divide.</param>
            <param name="right">The second quaternion to divide.</param>
            <returns>The divided quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Multiply(System.Single,GTA.Quaternion)">
            <summary>
Scales a quaternion by the given value.
</summary>
            <param name="quaternion">The quaternion to scale.</param>
            <param name="scale">The amount by which to scale the quaternion.</param>
            <returns>The scaled quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Multiply(GTA.Quaternion,System.Single)">
            <summary>
Scales a quaternion by the given value.
</summary>
            <param name="quaternion">The quaternion to scale.</param>
            <param name="scale">The amount by which to scale the quaternion.</param>
            <returns>The scaled quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.op_Multiply(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Multiplies a quaternion by another.
</summary>
            <param name="left">The first quaternion to multiply.</param>
            <param name="right">The second quaternion to multiply.</param>
            <returns>The multiplied quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Subtract(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Subtracts two quaternions.
</summary>
            <param name="left">The first quaternion to subtract.</param>
            <param name="right">The second quaternion to subtract.</param>
            <returns>The difference of the two quaternions.</returns>
        </member>
        <member name="M:GTA.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
            <summary>
Creates a quaternion given a yaw, pitch, and roll value.
</summary>
            <param name="yaw">The yaw of rotation.</param>
            <param name="pitch">The pitch of rotation.</param>
            <param name="roll">The roll of rotation.</param>
            <returns>The newly created quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.RotationMatrix(GTA.Matrix)">
            <summary>
Creates a quaternion given a rotation matrix.
</summary>
            <param name="matrix">The rotation matrix.</param>
            <returns>The newly created quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.RotationAxis(GTA.Vector3,System.Single)">
            <summary>
Creates a quaternion given a rotation and an axis.
</summary>
            <param name="axis">The axis of rotation.</param>
            <param name="angle">The angle of rotation.</param>
            <returns>The newly created quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Normalize(GTA.Quaternion)">
            <summary>
Converts the quaternion into a unit quaternion.
</summary>
            <param name="quaternion">The quaternion to normalize.</param>
            <returns>The normalized quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Negate(GTA.Quaternion)">
            <summary>
Reverses the direction of a given quaternion.
</summary>
            <param name="quaternion">The quaternion to negate.</param>
            <returns>A quaternion facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Quaternion.Multiply(GTA.Quaternion,System.Single)">
            <summary>
Scales a quaternion by the given value.
</summary>
            <param name="quaternion">The quaternion to scale.</param>
            <param name="scale">The amount by which to scale the quaternion.</param>
            <returns>The scaled quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Multiply(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Modulates a quaternion by another.
</summary>
            <param name="left">The first quaternion to modulate.</param>
            <param name="right">The second quaternion to modulate.</param>
            <returns>The modulated quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Lerp(GTA.Quaternion,GTA.Quaternion,System.Single)">
            <summary>
Performs a linear interpolation between two quaternion.
</summary>
            <param name="start">Start quaternion.</param>
            <param name="end">End quaternion.</param>
            <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
            <returns>The linear interpolation of the two quaternions.</returns>
            <remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
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. 
</remarks>
        </member>
        <member name="M:GTA.Quaternion.Invert(GTA.Quaternion)">
            <summary>
Conjugates and renormalizes the quaternion.
</summary>
            <param name="quaternion">The quaternion to conjugate and renormalize.</param>
            <returns>The conjugated and renormalized quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Dot(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Calculates the dot product of two quaternions.
</summary>
            <param name="left">First source quaternion.</param>
            <param name="right">Second source quaternion.</param>
            <returns>The dot product of the two quaternions.</returns>
        </member>
        <member name="M:GTA.Quaternion.Divide(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Divides a quaternion by another.
</summary>
            <param name="left">The first quaternion to divide.</param>
            <param name="right">The second quaternion to divide.</param>
            <returns>The divided quaternion.</returns>
        </member>
        <member name="M:GTA.Quaternion.Add(GTA.Quaternion,GTA.Quaternion)">
            <summary>
Adds two quaternions.
</summary>
            <param name="left">The first quaternion to add.</param>
            <param name="right">The second quaternion to add.</param>
            <returns>The sum of the two quaternions.</returns>
        </member>
        <member name="M:GTA.Quaternion.Invert">
            <summary>
Conjugates and renormalizes the quaternion.
</summary>
        </member>
        <member name="M:GTA.Quaternion.Conjugate">
            <summary>
Conjugates the quaternion.
</summary>
        </member>
        <member name="M:GTA.Quaternion.Normalize">
            <summary>
Converts the quaternion into a unit quaternion.
</summary>
        </member>
        <member name="M:GTA.Quaternion.Length">
            <summary>
Calculates the length of the quaternion.
</summary>
            <returns>The length of the quaternion.</returns>
        </member>
        <member name="P:GTA.Quaternion.Angle">
            <summary>
Gets the angle of the quaternion.
</summary>
        </member>
        <member name="P:GTA.Quaternion.Axis">
            <summary>
Gets the axis components of the quaternion.
</summary>
        </member>
        <member name="P:GTA.Quaternion.Identity">
            <summary>
Gets the identity <see cref="T:GTA.Quaternion" /> (0, 0, 0, 1).
</summary>
        </member>
        <member name="M:GTA.Quaternion.#ctor(GTA.Vector3,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Quaternion" /> structure.
</summary>
            <param name="value">A <see cref="T:GTA.Vector3" /> containing the first three values of the quaternion.</param>
            <param name="w">The W component of the quaternion.</param>
        </member>
        <member name="M:GTA.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Quaternion" /> structure.
</summary>
            <param name="x">The X component of the quaternion.</param>
            <param name="y">The Y component of the quaternion.</param>
            <param name="z">The Z component of the quaternion.</param>
            <param name="w">The W component of the quaternion.</param>
        </member>
        <member name="F:GTA.Quaternion.W">
            <summary>
Gets or sets the W component of the quaternion.
</summary>
            <value>The W component of the quaternion.</value>
        </member>
        <member name="F:GTA.Quaternion.Z">
            <summary>
Gets or sets the Z component of the quaternion.
</summary>
            <value>The Z component of the quaternion.</value>
        </member>
        <member name="F:GTA.Quaternion.Y">
            <summary>
Gets or sets the Y component of the quaternion.
</summary>
            <value>The Y component of the quaternion.</value>
        </member>
        <member name="F:GTA.Quaternion.X">
            <summary>
Gets or sets the X component of the quaternion.
</summary>
            <value>The X component of the quaternion.</value>
        </member>
        <member name="P:GTA.Vector3.RelativeBottom">
            <summary>
Returns the relative Bottom vector as used. (0,0,-1)
</summary>
        </member>
        <member name="P:GTA.Vector3.RelativeTop">
            <summary>
Returns the relative Top vector. (0,0,1)
</summary>
        </member>
        <member name="P:GTA.Vector3.RelativeBack">
            <summary>
Returns the relative Back vector. (0,-1,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.RelativeFront">
            <summary>
Returns the relative Front vector. (0,1,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.RelativeLeft">
            <summary>
Returns the relative Left vector. (-1,0,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.RelativeRight">
            <summary>
Returns the relative Right vector. (1,0,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldWest">
            <summary>
Returns the world West vector. (-1,0,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldEast">
            <summary>
Returns the world East vector. (1,0,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldSouth">
            <summary>
Returns the world South vector. (0,-1,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldNorth">
            <summary>
Returns the world North vector. (0,1,0)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldDown">
            <summary>
Returns the world Down vector. (0,0,-1)
</summary>
        </member>
        <member name="P:GTA.Vector3.WorldUp">
            <summary>
Returns the world Up vector. (0,0,1)
</summary>
        </member>
        <member name="P:GTA.Vector3.Zero">
            <summary>
Returns a null vector. (0,0,0)
</summary>
        </member>
        <member name="M:GTA.Vector3.Around(System.Single)">
            <summary>
Returns a random location somewhere around this position.
</summary>
        </member>
        <member name="M:GTA.Vector3.Equals(GTA.Vector3@,GTA.Vector3@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1">The first value to compare.</param>
            <param name="value2">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector3.Equals(GTA.Vector3)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector3.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector3.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Vector3.ToString">
            <summary>
Converts the value of the object to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Inequality(GTA.Vector3,GTA.Vector3)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Equality(GTA.Vector3,GTA.Vector3)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Division(GTA.Vector3,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Multiply(System.Single,GTA.Vector3)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Multiply(GTA.Vector3,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector3.op_UnaryNegation(GTA.Vector3)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Subtraction(GTA.Vector3,GTA.Vector3)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.op_Addition(GTA.Vector3,GTA.Vector3)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Maximize(GTA.Vector3,GTA.Vector3)">
            <summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the largest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Minimize(GTA.Vector3,GTA.Vector3)">
            <summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the smallest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Unproject(GTA.Vector3,System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,GTA.Matrix)">
            <summary>
Projects a 3D vector from screen space into object space. 
</summary>
            <param name="vector">The vector to project.</param>
            <param name="x">The X position of the viewport.</param>
            <param name="y">The Y position of the viewport.</param>
            <param name="width">The width of the viewport.</param>
            <param name="height">The height of the viewport.</param>
            <param name="minZ">The minimum depth of the viewport.</param>
            <param name="maxZ">The maximum depth of the viewport.</param>
            <param name="worldViewProjection">The combined world-view-projection matrix.</param>
            <returns>The vector in object space.</returns>
        </member>
        <member name="M:GTA.Vector3.Project(GTA.Vector3,System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,GTA.Matrix)">
            <summary>
Projects a 3D vector from object space into screen space. 
</summary>
            <param name="vector">The vector to project.</param>
            <param name="x">The X position of the viewport.</param>
            <param name="y">The Y position of the viewport.</param>
            <param name="width">The width of the viewport.</param>
            <param name="height">The height of the viewport.</param>
            <param name="minZ">The minimum depth of the viewport.</param>
            <param name="maxZ">The maximum depth of the viewport.</param>
            <param name="worldViewProjection">The combined world-view-projection matrix.</param>
            <returns>The vector in screen space.</returns>
        </member>
        <member name="M:GTA.Vector3.TransformNormal(GTA.Vector3,GTA.Matrix)">
            <summary>
Performs a normal transformation using the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="normal">The normal vector to transform.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed normal.</returns>
        </member>
        <member name="M:GTA.Vector3.TransformCoordinate(GTA.Vector3,GTA.Matrix)">
            <summary>
Performs a coordinate transformation using the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="coordinate">The coordinate vector to transform.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed coordinates.</returns>
        </member>
        <member name="M:GTA.Vector3.Transform(GTA.Vector3,GTA.Quaternion)">
            <summary>
Transforms a 3D vector by the given <see cref="T:GTA.Quaternion" /> rotation.
</summary>
            <param name="vector">The vector to rotate.</param>
            <param name="rotation">The <see cref="T:GTA.Quaternion" /> rotation to apply.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector3.Transform(GTA.Vector3,GTA.Matrix)">
            <summary>
Transforms a 3D vector by the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="vector">The source vector.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector3.Reflect(GTA.Vector3,GTA.Vector3)">
            <summary>
Returns the reflection of a vector off a surface that has the specified normal. 
</summary>
            <param name="vector">The source vector.</param>
            <param name="normal">Normal of the surface.</param>
            <returns>The reflected vector.</returns>
            <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine 
whether the original vector was close enough to the surface to hit it.</remarks>
        </member>
        <member name="M:GTA.Vector3.Cross(GTA.Vector3,GTA.Vector3)">
            <summary>
Calculates the cross product of two vectors.
</summary>
            <param name="left">First source vector.</param>
            <param name="right">Second source vector.</param>
            <returns>The cross product of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Dot(GTA.Vector3,GTA.Vector3)">
            <summary>
Calculates the dot product of two vectors.
</summary>
            <param name="left">First source vector.</param>
            <param name="right">Second source vector.</param>
            <returns>The dot product of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Normalize(GTA.Vector3)">
            <summary>
Converts the vector into a unit vector.
</summary>
            <param name="vector">The vector to normalize.</param>
            <returns>The normalized vector.</returns>
        </member>
        <member name="M:GTA.Vector3.Lerp(GTA.Vector3,GTA.Vector3,System.Single)">
            <summary>
Performs a linear interpolation between two vectors.
</summary>
            <param name="start">Start vector.</param>
            <param name="end">End vector.</param>
            <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
            <returns>The linear interpolation of the two vectors.</returns>
            <remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
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. 
</remarks>
        </member>
        <member name="M:GTA.Vector3.Clamp(GTA.Vector3,GTA.Vector3,GTA.Vector3)">
            <summary>
Restricts a value to be within a specified range.
</summary>
            <param name="value">The value to clamp.</param>
            <param name="min">The minimum value.</param>
            <param name="max">The maximum value.</param>
            <returns>The clamped value.</returns>
        </member>
        <member name="M:GTA.Vector3.Negate(GTA.Vector3)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector3.Divide(GTA.Vector3,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector3.Modulate(GTA.Vector3,GTA.Vector3)">
            <summary>
Modulates a vector by another.
</summary>
            <param name="left">The first vector to modulate.</param>
            <param name="right">The second vector to modulate.</param>
            <returns>The modulated vector.</returns>
        </member>
        <member name="M:GTA.Vector3.Multiply(GTA.Vector3,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector3.Subtract(GTA.Vector3,GTA.Vector3)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Add(GTA.Vector3,GTA.Vector3)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector3.Normalize">
            <summary>
Converts the vector into a unit vector.
</summary>
        </member>
        <member name="M:GTA.Vector3.Length">
            <summary>
Calculates the length of the vector.
</summary>
            <returns>The length of the vector.</returns>
        </member>
        <member name="M:GTA.Vector3.#ctor(System.Single,System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector3" /> class.
</summary>
            <param name="x">Initial value for the X component of the vector.</param>
            <param name="y">Initial value for the Y component of the vector.</param>
            <param name="z">Initial value for the Z component of the vector.</param>
        </member>
        <member name="M:GTA.Vector3.#ctor(GTA.Vector2,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector3" /> class.
</summary>
            <param name="value">A vector containing the values with which to initialize the X and Y components</param>
            <param name="z">Initial value for the Z component of the vector.</param>
        </member>
        <member name="F:GTA.Vector3.Z">
            <summary>
Gets or sets the Z component of the vector.
</summary>
            <value>The Z component of the vector.</value>
        </member>
        <member name="F:GTA.Vector3.Y">
            <summary>
Gets or sets the Y component of the vector.
</summary>
            <value>The Y component of the vector.</value>
        </member>
        <member name="F:GTA.Vector3.X">
            <summary>
Gets or sets the X component of the vector.
</summary>
            <value>The X component of the vector.</value>
        </member>
        <member name="M:GTA.Vector3.LengthSquared">
            <summary>
Calculates the squared length of the vector.
</summary>
            <returns>The squared length of the vector.</returns>
        </member>
        <member name="M:GTA.Vector2.Equals(GTA.Vector2@,GTA.Vector2@)">
            <summary>
Determines whether the specified object instances are considered equal. 
</summary>
            <param name="value1">The first value to compare.</param>
            <param name="value2">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="value1" /> is the same instance as <paramref name="value2" /> or 
if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector2.Equals(GTA.Vector2)">
            <summary>
Returns a value that indicates whether the current instance is equal to the specified object. 
</summary>
            <param name="other">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector2.Equals(System.Object)">
            <summary>
Returns a value that indicates whether the current instance is equal to a specified object. 
</summary>
            <param name="obj">Object to make the comparison with.</param>
            <returns>
                <c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
        </member>
        <member name="M:GTA.Vector2.GetHashCode">
            <summary>
Returns the hash code for this instance.
</summary>
            <returns>A 32-bit signed integer hash code.</returns>
        </member>
        <member name="M:GTA.Vector2.ToString">
            <summary>
Converts the value of the object to its equivalent string representation.
</summary>
            <returns>The string representation of the value of this instance.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Inequality(GTA.Vector2,GTA.Vector2)">
            <summary>
Tests for inequality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Equality(GTA.Vector2,GTA.Vector2)">
            <summary>
Tests for equality between two objects.
</summary>
            <param name="left">The first value to compare.</param>
            <param name="right">The second value to compare.</param>
            <returns>
                <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Division(GTA.Vector2,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Multiply(System.Single,GTA.Vector2)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Multiply(GTA.Vector2,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="vector">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector2.op_UnaryNegation(GTA.Vector2)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Subtraction(GTA.Vector2,GTA.Vector2)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.op_Addition(GTA.Vector2,GTA.Vector2)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Maximize(GTA.Vector2,GTA.Vector2)">
            <summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the largest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Minimize(GTA.Vector2,GTA.Vector2)">
            <summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
            <param name="value1">The first source vector.</param>
            <param name="value2">The second source vector.</param>
            <returns>A vector containing the smallest components of the source vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.TransformNormal(GTA.Vector2,GTA.Matrix)">
            <summary>
Performs a normal transformation using the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="normal">The normal vector to transform.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed normal.</returns>
        </member>
        <member name="M:GTA.Vector2.TransformCoordinate(GTA.Vector2,GTA.Matrix)">
            <summary>
Performs a coordinate transformation using the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="coordinate">The coordinate vector to transform.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed coordinates.</returns>
        </member>
        <member name="M:GTA.Vector2.Transform(GTA.Vector2,GTA.Quaternion)">
            <summary>
Transforms a 2D vector by the given <see cref="T:GTA.Quaternion" /> rotation.
</summary>
            <param name="vector">The vector to rotate.</param>
            <param name="rotation">The <see cref="T:GTA.Quaternion" /> rotation to apply.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector2.Transform(GTA.Vector2,GTA.Matrix)">
            <summary>
Transforms a 2D vector by the given <see cref="T:GTA.Matrix" />.
</summary>
            <param name="vector">The source vector.</param>
            <param name="transformation">The transformation <see cref="T:GTA.Matrix" />.</param>
            <returns>The transformed <see cref="T:GTA.Vector4" />.</returns>
        </member>
        <member name="M:GTA.Vector2.Normalize(GTA.Vector2)">
            <summary>
Converts the vector into a unit vector.
</summary>
            <param name="vector">The vector to normalize.</param>
            <returns>The normalized vector.</returns>
        </member>
        <member name="M:GTA.Vector2.Dot(GTA.Vector2,GTA.Vector2)">
            <summary>
Calculates the dot product of two vectors.
</summary>
            <param name="left">First source vector.</param>
            <param name="right">Second source vector.</param>
            <returns>The dot product of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Distance(GTA.Vector2,GTA.Vector2)">
            <summary>
Calculates the distance between two vectors.
</summary>
            <param name="value1">The first vector.</param>
            <param name="value2">The second vector.</param>
            <returns>The distance between the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Lerp(GTA.Vector2,GTA.Vector2,System.Single)">
            <summary>
Performs a linear interpolation between two vectors.
</summary>
            <param name="start">Start vector.</param>
            <param name="end">End vector.</param>
            <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
            <returns>The linear interpolation of the two vectors.</returns>
            <remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
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. 
</remarks>
        </member>
        <member name="M:GTA.Vector2.Clamp(GTA.Vector2,GTA.Vector2,GTA.Vector2)">
            <summary>
Restricts a value to be within a specified range.
</summary>
            <param name="value">The value to clamp.</param>
            <param name="min">The minimum value.</param>
            <param name="max">The maximum value.</param>
            <returns>The clamped value.</returns>
        </member>
        <member name="M:GTA.Vector2.Negate(GTA.Vector2)">
            <summary>
Reverses the direction of a given vector.
</summary>
            <param name="value">The vector to negate.</param>
            <returns>A vector facing in the opposite direction.</returns>
        </member>
        <member name="M:GTA.Vector2.Divide(GTA.Vector2,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector2.Modulate(GTA.Vector2,GTA.Vector2)">
            <summary>
Modulates a vector by another.
</summary>
            <param name="left">The first vector to modulate.</param>
            <param name="right">The second vector to modulate.</param>
            <returns>The modulated vector.</returns>
        </member>
        <member name="M:GTA.Vector2.Multiply(GTA.Vector2,System.Single)">
            <summary>
Scales a vector by the given value.
</summary>
            <param name="value">The vector to scale.</param>
            <param name="scale">The amount by which to scale the vector.</param>
            <returns>The scaled vector.</returns>
        </member>
        <member name="M:GTA.Vector2.Subtract(GTA.Vector2,GTA.Vector2)">
            <summary>
Subtracts two vectors.
</summary>
            <param name="left">The first vector to subtract.</param>
            <param name="right">The second vector to subtract.</param>
            <returns>The difference of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Add(GTA.Vector2,GTA.Vector2)">
            <summary>
Adds two vectors.
</summary>
            <param name="left">The first vector to add.</param>
            <param name="right">The second vector to add.</param>
            <returns>The sum of the two vectors.</returns>
        </member>
        <member name="M:GTA.Vector2.Normalize">
            <summary>
Converts the vector into a unit vector.
</summary>
        </member>
        <member name="M:GTA.Vector2.Length">
            <summary>
Calculates the length of the vector.
</summary>
            <returns>The length of the vector.</returns>
        </member>
        <member name="M:GTA.Vector2.#ctor(System.Single,System.Single)">
            <summary>
Initializes a new instance of the <see cref="T:GTA.Vector2" /> class.
</summary>
            <param name="x">Initial value for the X component of the vector.</param>
            <param name="y">Initial value for the Y component of the vector.</param>
        </member>
        <member name="F:GTA.Vector2.Y">
            <summary>
Gets or sets the Y component of the vector.
</summary>
            <value>The Y component of the vector.</value>
        </member>
        <member name="F:GTA.Vector2.X">
            <summary>
Gets or sets the X component of the vector.
</summary>
            <value>The X component of the vector.</value>
        </member>
        <member name="T:GTA.Vector2">
            <summary>
Defines a two component vector.
</summary>
            <unmanaged>D3DXVECTOR2</unmanaged>
        </member>
        <member name="T:GTA.VertexFormat">
            <summary>
Specifies codes that can be used to define Flexible-Vertex-Formats (FVF).
</summary>
            <unmanaged>D3DFVF</unmanaged>
        </member>
        <member name="F:GTA.VertexFormat.LastBetaColor">
            <summary>
The last beta field in the vertex position data will be of type Color. The data in the beta 
fields are used with matrix palette skinning to specify matrix indices.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.LastBetaUByte4">
            <summary>
The last beta field in the vertex position data will be of type UByte4. The data in the beta 
fields are used with matrix palette skinning to specify matrix indices.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.TextureCountShift">
            <summary>
The number of bits by which to shift an integer value that identifies the number of texture 
coordinates for a vertex.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.TextureCountMask">
            <summary>
Mask for texture flag bits.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionMask">
            <summary>
Mask for position bits.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture8">
            <summary>
Vertex format contains 8 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture7">
            <summary>
Vertex format contains 7 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture6">
            <summary>
Vertex format contains 6 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture5">
            <summary>
Vertex format contains 5 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture4">
            <summary>
Vertex format contains 4 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture3">
            <summary>
Vertex format contains 3 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture2">
            <summary>
Vertex format contains 2 texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture1">
            <summary>
Vertex format contains 1 texture coordinate set.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Texture0">
            <summary>
Vertex format contains no texture coordinate sets.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionNormal">
            <summary>
Vertex format contains a position and a normal.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionW">
            <summary>
Vertex format contains transformed and clipped data.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionBlend5">
            <summary>
Vertex format contains position and weighting values for multimatrix blending operations.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionBlend4">
            <summary>
Vertex format contains position and weighting values for multimatrix blending operations.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionBlend3">
            <summary>
Vertex format contains position and weighting values for multimatrix blending operations.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionBlend2">
            <summary>
Vertex format contains position and weighting values for multimatrix blending operations.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionBlend1">
            <summary>
Vertex format contains position and weighting values for multimatrix blending operations.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PositionRhw">
            <summary>
Vertex format includes the position of a transformed vertex.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Position">
            <summary>
Vertex format includes the position of an untransformed vertex.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Specular">
            <summary>
Vertex format includes a specular color component.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Diffuse">
            <summary>
Vertex format includes a diffuse color component.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.PointSize">
            <summary>
Vertex format contains a point size.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.Normal">
            <summary>
Vertex format includes a vertex normal vector.
</summary>
        </member>
        <member name="F:GTA.VertexFormat.None">
            <summary>
No vertex format defined.
</summary>
        </member>
        <member name="T:GTA.TransformState">
            <summary>
Defines possible transformation states.
</summary>
            <unmanaged>D3DTRANSFORMSTATETYPE</unmanaged>
        </member>
        <member name="F:GTA.TransformState.Texture7">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture6">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture5">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture4">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture3">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture2">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture1">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.Texture0">
            <summary>
Identifies the transformation matrix being set for the specified texture stage.
</summary>
        </member>
        <member name="F:GTA.TransformState.World3">
            <summary>
Identifies the transformation matrix being set as a world transformation matrix.
</summary>
        </member>
        <member name="F:GTA.TransformState.World2">
            <summary>
Identifies the transformation matrix being set as a world transformation matrix.
</summary>
        </member>
        <member name="F:GTA.TransformState.World1">
            <summary>
Identifies the transformation matrix being set as a world transformation matrix.
</summary>
        </member>
        <member name="F:GTA.TransformState.World">
            <summary>
Identifies the transformation matrix being set as a world transformation matrix.
</summary>
        </member>
        <member name="F:GTA.TransformState.Projection">
            <summary>
Identifies the transformation matrix being set as the projection transformation matrix.
</summary>
        </member>
        <member name="F:GTA.TransformState.View">
            <summary>
Identifies the transformation matrix being set as the view transformation matrix.
</summary>
        </member>
        <member name="T:GTA.TextureFilter">
            <summary>
Defines texture filtering modes for a texture stage.
</summary>
            <unmanaged>D3DTEXTUREFILTERTYPE</unmanaged>
        </member>
        <member name="F:GTA.TextureFilter.ConvolutionMono">
            <summary>
Convolution filter for monochrome textures. Available for Direct3D9Ex only.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.GaussianQuad">
            <summary>
A 4 sample Guassian filter is used.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.PyramidalQuad">
            <summary>
A 4 sample tent filter is used.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.Anisotropic">
            <summary>
Anisotropic interpolation is used.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.Linear">
            <summary>
Bilinear interpolation is used.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.Point">
            <summary>
Point filtering is used.
</summary>
        </member>
        <member name="F:GTA.TextureFilter.None">
            <summary>
Mipmapping is disabled.
</summary>
        </member>
        <member name="T:GTA.ResourceType">
            <summary>
Defines resource types.
</summary>
            <unmanaged>D3DRESOURCETYPE</unmanaged>
        </member>
        <member name="F:GTA.ResourceType.IndexBuffer">
            <summary>
Index buffer resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.VertexBuffer">
            <summary>
Vertex buffer resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.CubeTexture">
            <summary>
Cube texture resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.VolumeTexture">
            <summary>
Volume texture resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.Texture">
            <summary>
Texture resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.Volume">
            <summary>
Volume resource.
</summary>
        </member>
        <member name="F:GTA.ResourceType.Surface">
            <summary>
Surface resource.
</summary>
        </member>
        <member name="T:GTA.ImageFileFormat">
            <summary>
Describes the supported image file formats.
</summary>
            <unmanaged>D3DXIMAGE_FILEFORMAT</unmanaged>
        </member>
        <member name="F:GTA.ImageFileFormat.Pfm">
            <summary>
Portable float map file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Hdr">
            <summary>
High dynamic range (HDR) file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Dib">
            <summary>
Windows device-independent bitmap (DIB) file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Ppm">
            <summary>
Portable pixmap (PPM) file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Dds">
            <summary>
DirectDraw surface (DDS) file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Png">
            <summary>
Portable Network Graphics (PNG) file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Tga">
            <summary>
Truevision (Targa, or TGA) image file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Jpg">
            <summary>
Joint Photographics Experts Group (JPEG) compressed file format.
</summary>
        </member>
        <member name="F:GTA.ImageFileFormat.Bmp">
            <summary>
Windows bitmap (BMP) file format. 
</summary>
        </member>
        <member name="T:GTA.Format">
            <summary>
Defines the various types of surface formats.
</summary>
            <unmanaged>D3DFORMAT</unmanaged>
        </member>
        <member name="F:GTA.Format.Unknown">
            <summary>
Unknown surface format.
</summary>
        </member>
        <member name="F:GTA.Format.BinaryBuffer">
            <summary>
Binary buffer format indicating that the data has no inherent type. Available for Direct3D9Ex only.
</summary>
        </member>
        <member name="F:GTA.Format.A1">
            <summary>
1-bit monochrome format. Available for Direct3D9Ex only.
</summary>
        </member>
        <member name="F:GTA.Format.A4L4">
            <summary>
8-bit format using 4 bits each for alpha and luminance.
</summary>
        </member>
        <member name="F:GTA.Format.A8L8">
            <summary>
16-bit format using 8 bits each for alpha and luminance.
</summary>
        </member>
        <member name="F:GTA.Format.L8">
            <summary>
8-bit luminance.
</summary>
        </member>
        <member name="F:GTA.Format.L16">
            <summary>
16-bit luminance.
</summary>
        </member>
        <member name="F:GTA.Format.P8">
            <summary>
8-bit color indexed.
</summary>
        </member>
        <member name="F:GTA.Format.A8P8">
            <summary>
8-bit color indexed with 8 bits of alpha.
</summary>
        </member>
        <member name="F:GTA.Format.A16B16G16R16">
            <summary>
64-bit pixel ABGR format using 16 bits for each channel.
</summary>
        </member>
        <member name="F:GTA.Format.G16R16">
            <summary>
32-bit pixel format using 16 bits each for green and red.
</summary>
        </member>
        <member name="F:GTA.Format.X8B8G8R8">
            <summary>
32-bit BGR format using 8 bits for each color channel.
</summary>
        </member>
        <member name="F:GTA.Format.A8B8G8R8">
            <summary>
32-bit ABGR format using 8 bits for each channel.
</summary>
        </member>
        <member name="F:GTA.Format.A2B10G10R10">
            <summary>
32-bit ABGR format using 2 bits for alpha and 10 bits for each color component.
</summary>
        </member>
        <member name="F:GTA.Format.X4R4G4B4">
            <summary>
16-bit RGB format using 4 bits for each color channel.
</summary>
        </member>
        <member name="F:GTA.Format.A8R3G3B2">
            <summary>
16-bit ARGB format using 8 bits for alpha, 3 bits for red and green, and 2 bits for blue.
</summary>
        </member>
        <member name="F:GTA.Format.A8">
            <summary>
8-bit alpha format.
</summary>
        </member>
        <member name="F:GTA.Format.R3G3B2">
            <summary>
8-bit RGB format using 3 bits for red and green and 2 bits for blue.
</summary>
        </member>
        <member name="F:GTA.Format.A4R4G4B4">
            <summary>
16-bit ARGB format using 4 bits for each channel.
</summary>
        </member>
        <member name="F:GTA.Format.R8G8B8">
            <summary>
24-bit RGB format using 8 bits per channel.
</summary>
        </member>
        <member name="F:GTA.Format.CxV8U8">
            <summary>
16-bit normal compression format.
</summary>
        </member>
        <member name="F:GTA.Format.Q16W16V16U16">
            <summary>
64-bit bump map format using 16 bits for each channel (Q, W, V, U).
</summary>
        </member>
        <member name="F:GTA.Format.V16U16">
            <summary>
32-bit bump map format using 16 bits each for V and U.
</summary>
        </member>
        <member name="F:GTA.Format.Q8W8V8U8">
            <summary>
32-bit bump map format using 8 bits for each channel (Q, W, V, U).
</summary>
        </member>
        <member name="F:GTA.Format.V8U8">
            <summary>
16-bit bump map format using 8 bits each for U and V.
</summary>
        </member>
        <member name="F:GTA.Format.A2W10V10U10">
            <summary>
32-bit bump map format using 2 bits for alpha and 10 bits each for W, V, and U.
</summary>
        </member>
        <member name="F:GTA.Format.X8L8V8U8">
            <summary>
32-bit bump map format using 8 bits for each channel (luminance, V, U).
</summary>
        </member>
        <member name="F:GTA.Format.L6V5U5">
            <summary>
16-bit bump map format using 6 bits for luminance and 5 bits each for V and U.
</summary>
        </member>
        <member name="F:GTA.Format.A32B32G32R32F">
            <summary>
128-bit floating point format using 32 bits for each channel (alpha, blue, green, red).
</summary>
        </member>
        <member name="F:GTA.Format.G32R32F">
            <summary>
64-bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
</summary>
        </member>
        <member name="F:GTA.Format.R32F">
            <summary>
32-bit floating point format using 32 bits for the red channel.
</summary>
        </member>
        <member name="F:GTA.Format.Yuy2">
            <summary>
YUY2 format (PC98 compliance).
</summary>
        </member>
        <member name="F:GTA.Format.Uyvy">
            <summary>
UYUV format (PC98 compliance).
</summary>
        </member>
        <member name="F:GTA.Format.R8G8_B8G8">
            <summary>
16-bit packed RGB format consisting of pixel pairs to express color.
</summary>
        </member>
        <member name="F:GTA.Format.G8R8_G8B8">
            <summary>
16-bit packed RGB format consisting of pixel pairs to express color.
</summary>
        </member>
        <member name="F:GTA.Format.Multi2Argb8">
            <summary>
Multielement texture.
</summary>
        </member>
        <member name="F:GTA.Format.A16B16G16R16F">
            <summary>
64-bit floating point format using 16 bits for each channel (alpha, blue, green, red).
</summary>
        </member>
        <member name="F:GTA.Format.G16R16F">
            <summary>
32-bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
</summary>
        </member>
        <member name="F:GTA.Format.R16F">
            <summary>
16-bit floating point format using 16 bits for the red channel.
</summary>
        </member>
        <member name="F:GTA.Format.Dxt5">
            <summary>
DXT5 compression texture format.
</summary>
        </member>
        <member name="F:GTA.Format.Dxt4">
            <summary>
DXT4 compression texture format.
</summary>
        </member>
        <member name="F:GTA.Format.Dxt3">
            <summary>
DXT3 compression texture format.
</summary>
        </member>
        <member name="F:GTA.Format.Dxt2">
            <summary>
DXT2 compression texture format.
</summary>
        </member>
        <member name="F:GTA.Format.Dxt1">
            <summary>
DXT1 compression texture format.
</summary>
        </member>
        <member name="F:GTA.Format.Index32">
            <summary>
32-bit index buffer bit depth.
</summary>
        </member>
        <member name="F:GTA.Format.Index16">
            <summary>
16-bit index buffer bit depth.
</summary>
        </member>
        <member name="F:GTA.Format.VertexData">
            <summary>
Describes a vertex buffer surface.
</summary>
        </member>
        <member name="F:GTA.Format.D16">
            <summary>
16-bit z-buffer format with 16 bits for depth.
</summary>
        </member>
        <member name="F:GTA.Format.S8Lockable">
            <summary>
Lockable 8-bit stencil buffer. Available for Direct3D9Ex only.
</summary>
        </member>
        <member name="F:GTA.Format.D32Lockable">
            <summary>
Lockable 32-bit depth buffer. Available for Direct3D9Ex only.
</summary>
        </member>
        <member name="F:GTA.Format.D24SingleS8">
            <summary>
32-bit z-buffer format with 24 bits for depth (in 24-bit floating point format) and 8 bits for stencil.
</summary>
        </member>
        <member name="F:GTA.Format.D32SingleLockable">
            <summary>
32-bit z-buffer lockable format with 32 bits for depth (in standard IEEE floating point format).
</summary>
        </member>
        <member name="F:GTA.Format.D24X4S4">
            <summary>
32-bit z-buffer format with 24 bits for depth and 4 bits for stencil.
</summary>
        </member>
        <member name="F:GTA.Format.D24X8">
            <summary>
32-bit z-buffer format with 24 bits for depth.
</summary>
        </member>
        <member name="F:GTA.Format.D24S8">
            <summary>
32-bit z-buffer format with 24 bits for depth and 8 bits for stencil.
</summary>
        </member>
        <member name="F:GTA.Format.D15S1">
            <summary>
16-bit z-buffer format with 15 bits for depth and 1 bit for stencil.
</summary>
        </member>
        <member name="F:GTA.Format.D32">
            <summary>
32-bit z-buffer format with 32 bits for depth.
</summary>
        </member>
        <member name="F:GTA.Format.D16Lockable">
            <summary>
16-bit z-buffer lockable format with 16 bits for depth.
</summary>
        </member>
        <member name="F:GTA.Format.R5G6B5">
            <summary>
16-bit surface format using 5 bits for red and blue and 6 bits for green.
</summary>
        </member>
        <member name="F:GTA.Format.X1R5G5B5">
            <summary>
16-bit surface format using 5 bits for each color component (red, green, blue).
</summary>
        </member>
        <member name="F:GTA.Format.A1R5G5B5">
            <summary>
16-bit surface format using 1 bit for alpha and 5 bits for each channel (red, green, blue).
</summary>
        </member>
        <member name="F:GTA.Format.X8R8G8B8">
            <summary>
32-bit surface format using 8 bits for each color component (red, green, blue).
</summary>
        </member>
        <member name="F:GTA.Format.A8R8G8B8">
            <summary>
32-bit surface format using 8 bits for each channel (alpha, red, green, blue). 
</summary>
        </member>
        <member name="F:GTA.Format.A2R10G10B10">
            <summary>
32-bit surface format using 2 bits for alpha and 10 bits for color components (red, green, blue).
</summary>
        </member>
        <member name="F:GTA.GameEpisode.TBOGT">
            <summary>
Episode "The Ballad Of Gay Tony"
</summary>
        </member>
        <member name="F:GTA.GameEpisode.TLAD">
            <summary>
Episode "The Lost And Damned"
</summary>
        </member>
        <member name="F:GTA.GameEpisode.GTAIV">
            <summary>
GTA IV Main Game
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.RearRight">
            <summary>
Right Rear Wheel. Unused for bikes.
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.RearLeft">
            <summary>
Left Rear Wheel. Rear Wheel for bikes.
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.CenterRight">
            <summary>
Right Central Wheel. Unused for bikes and 4-wheeled vehicles.
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.CenterLeft">
            <summary>
Left Central Wheel. Unused for bikes and 4-wheeled vehicles.
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.FrontRight">
            <summary>
Right Front Wheel. Unused for bikes.
</summary>
        </member>
        <member name="F:GTA.VehicleWheel.FrontLeft">
            <summary>
Left Front Wheel. Front Wheel for bikes.
</summary>
        </member>
        <member name="F:GTA.FontScaling.Pixel">
            <summary>
A value between 0 and the maximum screen resolution (check Game.Resolution to get the size)
</summary>
        </member>
        <member name="F:GTA.FontScaling.ScreenUnits">
            <summary>
A value between 0 and 1, where 1 equals full screen size
</summary>
        </member>
        <member name="F:GTA.FontScaling.FontSize">
            <summary>
A value between 0 and 20, where 20 equals full screen size
</summary>
        </member>
        <member name="F:GTA.TextAlignment.NoClip">
            <summary>
Don't clip the text.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.ExpandTabs">
            <summary>
Expand tab characters.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.SingleLine">
            <summary>
Force all text to a single line.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.WordBreak">
            <summary>
Allow word breaks.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.Bottom">
            <summary>
Align the text to the bottom.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.VerticalCenter">
            <summary>
Vertically align the text to the center.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.Right">
            <summary>
Align the text to the right.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.Center">
            <summary>
Align the text to the center.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.Left">
            <summary>
Align the text to the left.
</summary>
        </member>
        <member name="F:GTA.TextAlignment.Top">
            <summary>
Align the text to the top.
</summary>
        </member>
        <member name="M:ID3DDeviceHook.OnResetDevice(IDirect3DDevice9*,_D3DPRESENT_PARAMETERS_*)">
Executed once during service start up, and for every time the device is reset
</member>
        <member name="M:IService.GetServiceName">
Get the name of the service (must be unique, case insentitive)
</member>
    </members>
</doc>