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	<title>Шаблон:Object functions c - История изменений</title>
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	<updated>2026-07-25T04:22:20Z</updated>
	<subtitle>История изменений этой страницы в вики</subtitle>
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	<entry>
		<id>https://rage.grandroleplay.ru/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Object_functions_c&amp;diff=14841&amp;oldid=prev</id>
		<title>imported&gt;Shr0x в 17:57, 11 февраля 2026</title>
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		<updated>2026-02-11T17:57:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;*[[Object::create|mp.game.object.create]]&lt;br /&gt;
*[[Object::createObject|mp.game.object.createObject]]&lt;br /&gt;
*[[Object::createNoOffset|mp.game.object.createNoOffset]]&lt;br /&gt;
*[[Object::createObjectNoOffset|mp.game.object.createObjectNoOffset]]&lt;br /&gt;
*[[Object::delete|mp.game.object.delete]]&lt;br /&gt;
*[[Object::deleteObject|mp.game.object.deleteObject]]&lt;br /&gt;
*[[Object::placeOnGroundProperly|mp.game.object.placeOnGroundProperly]]&lt;br /&gt;
*[[Object::placeOnGroundProperly2|mp.game.object.placeOnGroundProperly2]]&lt;br /&gt;
*[[Object::slide|mp.game.object.slide]]&lt;br /&gt;
*[[Object::setTargettable|mp.game.object.setTargettable]]&lt;br /&gt;
*[[Object::setForceVehiclesToAvoid|mp.game.object.setForceVehiclesToAvoid]]&lt;br /&gt;
*[[Object::getClosestOfType|mp.game.object.getClosestOfType]]&lt;br /&gt;
*[[Object::getClosestObjectOfType|mp.game.object.getClosestObjectOfType]]&lt;br /&gt;
*[[Object::hasBeenBroken|mp.game.object.hasBeenBroken]]&lt;br /&gt;
*[[Object::hasClosestOfTypeBeenBroken|mp.game.object.hasClosestOfTypeBeenBroken]]&lt;br /&gt;
*[[Object::hasClosestObjectOfTypeBeenBroken|mp.game.object.hasClosestObjectOfTypeBeenBroken]]&lt;br /&gt;
*[[Object::hasClosestOfTypeBeenCompletelyDestroyed|mp.game.object.hasClosestOfTypeBeenCompletelyDestroyed]]&lt;br /&gt;
*[[Object::getOffsetFromCoords|mp.game.object.getOffsetFromCoords]]&lt;br /&gt;
*[[Object::getObjectOffsetFromCoords|mp.game.object.getObjectOffsetFromCoords]]&lt;br /&gt;
*[[Object::getCoordsAndRotationOfClosestOfType|mp.game.object.getCoordsAndRotationOfClosestOfType]]&lt;br /&gt;
*[[Object::setStateOfClosestDoorOfType|mp.game.object.setStateOfClosestDoorOfType]]&lt;br /&gt;
*[[Object::getStateOfClosestDoorOfType|mp.game.object.getStateOfClosestDoorOfType]]&lt;br /&gt;
*[[Object::doorControl|mp.game.object.doorControl]]&lt;br /&gt;
*[[Object::addDoorToSystem|mp.game.object.addDoorToSystem]]&lt;br /&gt;
*[[Object::removeDoorFromSystem|mp.game.object.removeDoorFromSystem]]&lt;br /&gt;
*[[Object::doorSystemSetDoorState|mp.game.object.doorSystemSetDoorState]]&lt;br /&gt;
*[[Object::setDoorAccelerationLimit|mp.game.object.setDoorAccelerationLimit]]&lt;br /&gt;
*[[Object::doorSystemGetDoorState|mp.game.object.doorSystemGetDoorState]]&lt;br /&gt;
*[[Object::doorSystemGetDoorPendingState|mp.game.object.doorSystemGetDoorPendingState]]&lt;br /&gt;
*[[Object::doorSystemSetAutomaticRate|mp.game.object.doorSystemSetAutomaticRate]]&lt;br /&gt;
*[[Object::doorSystemSetAutomaticDistance|mp.game.object.doorSystemSetAutomaticDistance]]&lt;br /&gt;
*[[Object::doorSystemSetOpenRatio|mp.game.object.doorSystemSetOpenRatio]]&lt;br /&gt;
*[[Object::setDoorAjarAngle|mp.game.object.setDoorAjarAngle]]&lt;br /&gt;
*[[Object::doorSystemGetAutomaticDistance|mp.game.object.doorSystemGetAutomaticDistance]]&lt;br /&gt;
*[[Object::doorSystemGetOpenRatio|mp.game.object.doorSystemGetOpenRatio]]&lt;br /&gt;
*[[Object::doorSystemSetSpringRemoved|mp.game.object.doorSystemSetSpringRemoved]]&lt;br /&gt;
*[[Object::doorSystemSetHoldOpen|mp.game.object.doorSystemSetHoldOpen]]&lt;br /&gt;
*[[Object::isDoorRegisteredWithSystem|mp.game.object.isDoorRegisteredWithSystem]]&lt;br /&gt;
*[[Object::doesDoorExist|mp.game.object.doesDoorExist]]&lt;br /&gt;
*[[Object::isDoorClosed|mp.game.object.isDoorClosed]]&lt;br /&gt;
*[[Object::doorSystemGetIsPhysicsLoaded|mp.game.object.doorSystemGetIsPhysicsLoaded]]&lt;br /&gt;
*[[Object::doorSystemFindExistingDoor|mp.game.object.doorSystemFindExistingDoor]]&lt;br /&gt;
*[[Object::isGarageEmpty|mp.game.object.isGarageEmpty]]&lt;br /&gt;
*[[Object::isPlayerEntirelyInsideGarage|mp.game.object.isPlayerEntirelyInsideGarage]]&lt;br /&gt;
*[[Object::isPlayerPartiallyInsideGarage|mp.game.object.isPlayerPartiallyInsideGarage]]&lt;br /&gt;
*[[Object::areEntitiesEntirelyInsideGarage|mp.game.object.areEntitiesEntirelyInsideGarage]]&lt;br /&gt;
*[[Object::isAnyEntityEntirelyInsideGarage|mp.game.object.isAnyEntityEntirelyInsideGarage]]&lt;br /&gt;
*[[Object::isEntirelyInsideGarage|mp.game.object.isEntirelyInsideGarage]]&lt;br /&gt;
*[[Object::isPartiallyInsideGarage|mp.game.object.isPartiallyInsideGarage]]&lt;br /&gt;
*[[Object::clearGarageArea|mp.game.object.clearGarageArea]]&lt;br /&gt;
*[[Object::clearObjectsInsideGarage|mp.game.object.clearObjectsInsideGarage]]&lt;br /&gt;
*[[Object::enableSavingInGarage|mp.game.object.enableSavingInGarage]]&lt;br /&gt;
*[[Object::doesOfTypeExistAtCoords|mp.game.object.doesOfTypeExistAtCoords]]&lt;br /&gt;
*[[Object::doesObjectOfTypeExistAtCoords|mp.game.object.doesObjectOfTypeExistAtCoords]]&lt;br /&gt;
*[[Object::isPointInAngledArea|mp.game.object.isPointInAngledArea]]&lt;br /&gt;
*[[Object::setAllowLowLodBuoyancy|mp.game.object.setAllowLowLodBuoyancy]]&lt;br /&gt;
*[[Object::setPhysicsParams|mp.game.object.setPhysicsParams]]&lt;br /&gt;
*[[Object::getFragmentDamageHealth|mp.game.object.getFragmentDamageHealth]]&lt;br /&gt;
*[[Object::getObjectFragmentDamageHealth|mp.game.object.getObjectFragmentDamageHealth]]&lt;br /&gt;
*[[Object::setActivatePhysicsAsSoonAsItIsUnfrozen|mp.game.object.setActivatePhysicsAsSoonAsItIsUnfrozen]]&lt;br /&gt;
*[[Object::isAnyNearPoint|mp.game.object.isAnyNearPoint]]&lt;br /&gt;
*[[Object::isAnyObjectNearPoint|mp.game.object.isAnyObjectNearPoint]]&lt;br /&gt;
*[[Object::isNearPoint|mp.game.object.isNearPoint]]&lt;br /&gt;
*[[Object::isObjectNearPoint|mp.game.object.isObjectNearPoint]]&lt;br /&gt;
*[[Object::removeHighDetailModel|mp.game.object.removeHighDetailModel]]&lt;br /&gt;
*[[Object::breakFragmentChild|mp.game.object.breakFragmentChild]]&lt;br /&gt;
*[[Object::trackVisibility|mp.game.object.trackVisibility]]&lt;br /&gt;
*[[Object::trackObjectVisibility|mp.game.object.trackObjectVisibility]]&lt;br /&gt;
*[[Object::isVisible|mp.game.object.isVisible]]&lt;br /&gt;
*[[Object::setUnkGlobalBoolRelatedToDamage|mp.game.object.setUnkGlobalBoolRelatedToDamage]]&lt;br /&gt;
*[[Object::setCreateWeaponLightSource|mp.game.object.setCreateWeaponLightSource]]&lt;br /&gt;
*[[Object::getRayfireMap|mp.game.object.getRayfireMap]]&lt;br /&gt;
*[[Object::setStateOfRayfireMap|mp.game.object.setStateOfRayfireMap]]&lt;br /&gt;
*[[Object::getStateOfRayfireMap|mp.game.object.getStateOfRayfireMap]]&lt;br /&gt;
*[[Object::doesRayfireMapExist|mp.game.object.doesRayfireMapExist]]&lt;br /&gt;
*[[Object::getRayfireMapAnimPhase|mp.game.object.getRayfireMapAnimPhase]]&lt;br /&gt;
*[[Object::createPickup|mp.game.object.createPickup]]&lt;br /&gt;
*[[Object::createPickupRotate|mp.game.object.createPickupRotate]]&lt;br /&gt;
*[[Object::createAmbientPickup|mp.game.object.createAmbientPickup]]&lt;br /&gt;
*[[Object::createNonNetworkedAmbientPickup|mp.game.object.createNonNetworkedAmbientPickup]]&lt;br /&gt;
*[[Object::createPortablePickup|mp.game.object.createPortablePickup]]&lt;br /&gt;
*[[Object::createNonNetworkedPortablePickup|mp.game.object.createNonNetworkedPortablePickup]]&lt;br /&gt;
*[[Object::createPortablePickup2|mp.game.object.createPortablePickup2]]&lt;br /&gt;
*[[Object::attachPortablePickupToPed|mp.game.object.attachPortablePickupToPed]]&lt;br /&gt;
*[[Object::detachPortablePickupFromPed|mp.game.object.detachPortablePickupFromPed]]&lt;br /&gt;
*[[Object::hidePickup|mp.game.object.hidePickup]]&lt;br /&gt;
*[[Object::setMaxNumPortablePickupsCarriedByPlayer|mp.game.object.setMaxNumPortablePickupsCarriedByPlayer]]&lt;br /&gt;
*[[Object::setLocalPlayerCanCollectPortablePickups|mp.game.object.setLocalPlayerCanCollectPortablePickups]]&lt;br /&gt;
*[[Object::getSafePickupCoords|mp.game.object.getSafePickupCoords]]&lt;br /&gt;
*[[Object::getPickupCoords|mp.game.object.getPickupCoords]]&lt;br /&gt;
*[[Object::removeAllPickupsOfType|mp.game.object.removeAllPickupsOfType]]&lt;br /&gt;
*[[Object::hasPickupBeenCollected|mp.game.object.hasPickupBeenCollected]]&lt;br /&gt;
*[[Object::removePickup|mp.game.object.removePickup]]&lt;br /&gt;
*[[Object::createMoneyPickups|mp.game.object.createMoneyPickups]]&lt;br /&gt;
*[[Object::doesPickupExist|mp.game.object.doesPickupExist]]&lt;br /&gt;
*[[Object::doesPickupObjectExist|mp.game.object.doesPickupObjectExist]]&lt;br /&gt;
*[[Object::getPickup|mp.game.object.getPickup]]&lt;br /&gt;
*[[Object::isAPortablePickup|mp.game.object.isAPortablePickup]]&lt;br /&gt;
*[[Object::isAPickup|mp.game.object.isAPickup]]&lt;br /&gt;
*[[Object::doesPickupOfTypeExistInArea|mp.game.object.doesPickupOfTypeExistInArea]]&lt;br /&gt;
*[[Object::isPickupWithinRadius|mp.game.object.isPickupWithinRadius]]&lt;br /&gt;
*[[Object::setPickupRegenerationTime|mp.game.object.setPickupRegenerationTime]]&lt;br /&gt;
*[[Object::forcePickupRegenerate|mp.game.object.forcePickupRegenerate]]&lt;br /&gt;
*[[Object::toggleUsePickupsForPlayer|mp.game.object.toggleUsePickupsForPlayer]]&lt;br /&gt;
*[[Object::setLocalPlayerCanUsePickupsWithThisModel|mp.game.object.setLocalPlayerCanUsePickupsWithThisModel]]&lt;br /&gt;
*[[Object::setTeamPickup|mp.game.object.setTeamPickup]]&lt;br /&gt;
*[[Object::setTeamPickupObject|mp.game.object.setTeamPickupObject]]&lt;br /&gt;
*[[Object::preventCollectionOfPortablePickup|mp.game.object.preventCollectionOfPortablePickup]]&lt;br /&gt;
*[[Object::setPickupGenerationRangeMultiplier|mp.game.object.setPickupGenerationRangeMultiplier]]&lt;br /&gt;
*[[Object::getPickupGenerationRangeMultiplier|mp.game.object.getPickupGenerationRangeMultiplier]]&lt;br /&gt;
*[[Object::setPickupUncollectable|mp.game.object.setPickupUncollectable]]&lt;br /&gt;
*[[Object::setPickupHiddenWhenUncollectable|mp.game.object.setPickupHiddenWhenUncollectable]]&lt;br /&gt;
*[[Object::renderFakePickupGlow|mp.game.object.renderFakePickupGlow]]&lt;br /&gt;
*[[Object::highlightPlacementCoords|mp.game.object.highlightPlacementCoords]]&lt;br /&gt;
*[[Object::getWeaponTypeFromPickupType|mp.game.object.getWeaponTypeFromPickupType]]&lt;br /&gt;
*[[Object::getPickupHashFromWeapon|mp.game.object.getPickupHashFromWeapon]]&lt;br /&gt;
*[[Object::isPickupWeaponValid|mp.game.object.isPickupWeaponValid]]&lt;br /&gt;
*[[Object::getTextureVariation|mp.game.object.getTextureVariation]]&lt;br /&gt;
*[[Object::setTextureVariation|mp.game.object.setTextureVariation]]&lt;br /&gt;
*[[Object::setTextureVariationOfClosestOfType|mp.game.object.setTextureVariationOfClosestOfType]]&lt;br /&gt;
*[[Object::setLightColor|mp.game.object.setLightColor]]&lt;br /&gt;
*[[Object::setStuntPropSpeedup|mp.game.object.setStuntPropSpeedup]]&lt;br /&gt;
*[[Object::setStuntPropDuration|mp.game.object.setStuntPropDuration]]&lt;br /&gt;
*[[Object::getPickupHash|mp.game.object.getPickupHash]]&lt;br /&gt;
*[[Object::setForceThisFrame|mp.game.object.setForceThisFrame]]&lt;br /&gt;
*[[Object::setForceObjectThisFrame|mp.game.object.setForceObjectThisFrame]]&lt;br /&gt;
*[[Object::markForDeletion|mp.game.object.markForDeletion]]&lt;br /&gt;
*[[Object::setEnableArenaPropPhysics|mp.game.object.setEnableArenaPropPhysics]]&lt;br /&gt;
*[[Object::setEnableArenaPropPhysicsOnPed|mp.game.object.setEnableArenaPropPhysicsOnPed]]&lt;br /&gt;
*[[Object::getIsArenaPropPhysicsDisabled|mp.game.object.getIsArenaPropPhysicsDisabled]]&lt;br /&gt;
*[[Object::getAllByHash|mp.game.object.getAllByHash]]&lt;br /&gt;
*[[Object::getAllInRange|mp.game.object.getAllInRange]]&lt;br /&gt;
*[[Object::createGlowStyle|mp.game.object.createGlowStyle]]&lt;br /&gt;
*[[Object::releaseGlowStyle|mp.game.object.releaseGlowStyle]]&lt;br /&gt;
*[[Object::modifyGlowStyle|mp.game.object.modifyGlowStyle]]&lt;br /&gt;
*[[Object::enableGlow|mp.game.object.enableGlow]]&lt;br /&gt;
&lt;br /&gt;
*[[Object::disableGlow|mp.game.object.disableGlow&lt;/div&gt;</summary>
		<author><name>imported&gt;Shr0x</name></author>
	</entry>
</feed>