<?xml version="1.0"?>
<doc>
    <assembly>
        <name>CitizenFX.FiveM</name>
    </assembly>
    <members>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)">
            <remarks>This method allocates a sound ID. It is imperative you release the sound ID when you are done using it through <see cref="M:CitizenFX.FiveM.Audio.ReleaseSound(System.Int32)"/></remarks>
        </member>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)"/>
        </member>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundFromEntity(CitizenFX.FiveM.Entity,System.String,System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)"/>
        </member>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundFromEntity(CitizenFX.FiveM.Entity,System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)"/>
        </member>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundFrontend(System.String,System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)"/>
        </member>
        <member name="M:CitizenFX.FiveM.Audio.PlaySoundFrontend(System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Audio.PlaySoundAt(CitizenFX.Core.Vector3,System.String,System.String)"/>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Rotation">
            <summary>
            Sets the rotation of this <see cref="T:CitizenFX.FiveM.Blip"/> on the map.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Scale">
            <summary>
            Sets the scale of this <see cref="T:CitizenFX.FiveM.Blip"/> on the map.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Type">
            <summary>
            Gets the type of this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Alpha">
            <summary>
            Gets or sets the alpha of this <see cref="T:CitizenFX.FiveM.Blip"/> on the map.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Priority">
            <summary>
            Sets the priority of this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.NumberLabel">
            <summary>
            Sets this <see cref="T:CitizenFX.FiveM.Blip"/>s label to the given number.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Sprite">
            <summary>
            Gets or sets the sprite of this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Name">
            <summary>
            Sets this <see cref="T:CitizenFX.FiveM.Blip"/>s label to the given string.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.Entity">
            <summary>
            Gets the <see cref="P:CitizenFX.FiveM.Blip.Entity"/> this <see cref="T:CitizenFX.FiveM.Blip"/> is attached to.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.ShowRoute">
            <summary>
            Sets a value indicating whether the route to this <see cref="T:CitizenFX.FiveM.Blip"/> should be shown on the map.
            </summary>
            <value>
              <c>true</c> to show the route; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsFriendly">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Blip"/> is friendly.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Blip"/> is friendly; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsFriend">
            <summary>
            Sets a value indicating whether this (Player) <see cref="T:CitizenFX.FiveM.Blip"/> is a friend. Toggles a half cyan circle on the right side.
            </summary>
            <value>
            <c>true</c> if this (Player) <see cref="T:CitizenFX.FiveM.Blip"/> is a friend; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsCrew">
            <summary>
            Sets a value indicating whether this (Player) <see cref="T:CitizenFX.FiveM.Blip"/> is a CREW member. Toggles a half cyan circle on the left side.
            </summary>
            <value>
            <c>true</c> if this (Player) <see cref="T:CitizenFX.FiveM.Blip"/> is a CREW member; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsFlashing">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Blip"/> is flashing.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Blip"/> is flashing; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsOnMinimap">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Blip"/> is on minimap.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Blip"/> is on minimap; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Blip.IsShortRange">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Blip"/> is short range.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Blip"/> is short range; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Blip.RemoveNumberLabel">
            <summary>
            Removes the number label for this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Blip.ShowCone(System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32)">
            <summary>
            Adds a cone for this <see cref="T:CitizenFX.FiveM.Blip"/>
            </summary>
            <param name="halfAngle">'Width' of the cone (0.0f - pi)</param>
            <param name="distance">Distance of the cone</param>
            <param name="heading">Heading of the cone in radians (degrees * pi / 180)</param>
            <param name="color">Color of the cone (see <see href="https://docs.fivem.net/docs/game-references/hud-colors/">hud colors</see>/></param>
            <param name="unk0">Unknown at this time</param>
            <param name="unk1">Unknown at this time</param>
            <param name="unk2">Unknown at this time</param>
            <param name="unk3">Unknown at this time</param>
        </member>
        <member name="M:CitizenFX.FiveM.Blip.HideCone">
            <summary>
            Removes the cone for this <see cref="T:CitizenFX.FiveM.Blip"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Blip.Delete">
            <summary>
            Removes this <see cref="T:CitizenFX.FiveM.Blip"/>.
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.Button">
            <summary>
            The Buttons enum used for creating <see cref="T:CitizenFX.FiveM.ButtonCombination"/>s
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.ButtonCombination">
            <summary>
            A value type used for checking if a sequence of <see cref="T:CitizenFX.FiveM.Button"/>s has been pressed.
            Check if the combination has been entered with <see cref="M:CitizenFX.FiveM.Game.WasButtonCombinationJustEntered(CitizenFX.FiveM.ButtonCombination)"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ButtonCombination.Hash">
            <summary>
            Gets the calculated hash of the Sequence
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ButtonCombination.Length">
            <summary>
            Gets the length of the sequence
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.ButtonCombination.#ctor(CitizenFX.FiveM.Button[])">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.ButtonCombination"/> from a given list of <see cref="T:CitizenFX.FiveM.Button"/>s.
            </summary>
            <param name="buttons">The sequence of <see cref="T:CitizenFX.FiveM.Button"/>s in the order a user should enter in game.</param>
            <remarks>There must be between 6 and 29 inclusive <see cref="T:CitizenFX.FiveM.Button"/>s otherwise an <see cref="T:System.ArgumentException"/> is thrown</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.MemoryAddress">
            <summary>
            Gets the memory address of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.IsActive">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Camera"/> is currently being rendered.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Camera"/> is active; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.Rotation">
            <summary>
            Gets or sets the rotation of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
            <value>
            The yaw, pitch and roll rotations measured in degrees.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.Direction">
            <summary>
            Gets or sets the direction this <see cref="T:CitizenFX.FiveM.Camera"/> is pointing in.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.UpVector">
            <summary>
            Gets the up vector of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.ForwardVector">
            <summary>
            Gets the forward vector of this <see cref="T:CitizenFX.FiveM.Camera"/>, see also <seealso cref="P:CitizenFX.FiveM.Camera.Direction"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.RightVector">
            <summary>
            Gets the right vector of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.Matrix">
            <summary>
            Gets the matrix of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.GetOffsetPosition(CitizenFX.Core.Vector3)">
            <summary>
            Gets the position in world coords of an offset relative to this <see cref="T:CitizenFX.FiveM.Camera"/>
            </summary>
            <param name="offset">The offset from this <see cref="T:CitizenFX.FiveM.Camera"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.GetPositionOffset(CitizenFX.Core.Vector3)">
            <summary>
            Gets the relative offset of this <see cref="T:CitizenFX.FiveM.Camera"/> from a world coords position
            </summary>
            <param name="worldCoords">The world coords.</param>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.FieldOfView">
            <summary>
            Gets or sets the field of view of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.NearClip">
            <summary>
            Gets or sets the near clip of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.FarClip">
            <summary>
            Gets or sets the far clip of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.NearDepthOfField">
            <summary>
            Sets the near depth of field for this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.FarDepthOfField">
            <summary>
            Gets or sets the far depth of field of this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.DepthOfFieldStrength">
            <summary>
            Sets the depth of field strength for this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.MotionBlurStrength">
            <summary>
            Sets the strenght of the motion blur for this <see cref="T:CitizenFX.FiveM.Camera"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.Shake(CitizenFX.FiveM.CameraShake,System.Single)">
            <summary>
            Shakes this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
            <param name="shakeType">Type of the shake to apply.</param>
            <param name="amplitude">The amplitude of the shaking.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.StopShaking">
            <summary>
            Stops shaking this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.IsShaking">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Camera"/> is shaking.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Camera"/> is shaking; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.ShakeAmplitude">
            <summary>
            Sets the shake amplitude for this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.PointAt(CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3)">
            <summary>
            Points this <see cref="T:CitizenFX.FiveM.Camera"/> at a specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.Entity"/> to point at.</param>
            <param name="offset">The offset from the <paramref name="target"/> to point at.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.PointAt(CitizenFX.FiveM.PedBone,CitizenFX.Core.Vector3)">
            <summary>
            Points this <see cref="T:CitizenFX.FiveM.Camera"/> at a specified <see cref="T:CitizenFX.FiveM.PedBone"/>.
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.PedBone"/> to point at.</param>
            <param name="offset">The offset from the <paramref name="target"/> to point at</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.PointAt(CitizenFX.Core.Vector3)">
            <summary>
            Points this <see cref="T:CitizenFX.FiveM.Camera"/> at a specified position.
            </summary>
            <param name="target">The position to point at.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.StopPointing">
            <summary>
            Stops this <see cref="T:CitizenFX.FiveM.Camera"/> pointing at a specific target.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.InterpTo(CitizenFX.FiveM.Camera,System.Int32,System.Boolean,System.Boolean)">
            <summary>
            Starts a transition between this <see cref="T:CitizenFX.FiveM.Camera"/> and the new camera. (Old (incorrect) function, please use the overload function!)
            </summary>
            <param name="to"></param>
            <param name="duration"></param>
            <param name="easePosition"></param>
            <param name="easeRotation"></param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.InterpTo(CitizenFX.FiveM.Camera,System.Int32,System.Int32,System.Int32)">
            <summary>
            Starts a transition between this <see cref="T:CitizenFX.FiveM.Camera"/> and the new camera.
            </summary>
            <param name="to"></param>
            <param name="duration"></param>
            <param name="easePosition"></param>
            <param name="easeRotation"></param>
        </member>
        <member name="P:CitizenFX.FiveM.Camera.IsInterpolating">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Camera"/> is interpolating.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Camera"/> is interpolating; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.AttachTo(CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3)">
            <summary>
            Attaches this <see cref="T:CitizenFX.FiveM.Camera"/> to a specific <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to attach to.</param>
            <param name="offset">The offset from the <paramref name="entity"/> to attach to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.AttachTo(CitizenFX.FiveM.PedBone,CitizenFX.Core.Vector3)">
            <summary>
            Attaches this <see cref="T:CitizenFX.FiveM.Camera"/> to a specific <see cref="T:CitizenFX.FiveM.PedBone"/>.
            </summary>
            <param name="pedBone">The <see cref="T:CitizenFX.FiveM.PedBone"/> to attach to.</param>
            <param name="offset">The offset from the <paramref name="pedBone"/> to attach to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.Detach">
            <summary>
            Detaches this <see cref="T:CitizenFX.FiveM.Camera"/> from any <see cref="T:CitizenFX.FiveM.Entity"/> or <see cref="T:CitizenFX.FiveM.PedBone"/> it may be attached to.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Camera.Delete">
            <summary>
            Destroys this <see cref="T:CitizenFX.FiveM.Camera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.MemoryAddress">
            <summary>
            Gets the memory address of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.Position">
            <summary>
            Gets the position of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.Rotation">
            <summary>
            Gets the rotation of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
            <value>
            The yaw, pitch and roll rotations measured in degrees.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.Direction">
            <summary>
            Gets the direction the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is pointing in.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.UpVector">
            <summary>
            Gets the up vector of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.ForwardVector">
            <summary>
            Gets the forward vector of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>, see also <seealso cref="P:CitizenFX.FiveM.GameplayCamera.Direction"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.RightVector">
            <summary>
            Gets the right vector of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.Matrix">
            <summary>
            Gets the matrix of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.GetOffsetPosition(CitizenFX.Core.Vector3)">
            <summary>
            Gets the position in world coords of an offset relative to the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>
            </summary>
            <param name="offset">The offset from the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.GetPositionOffset(CitizenFX.Core.Vector3)">
            <summary>
            Gets the relative offset of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> from a world coords position
            </summary>
            <param name="worldCoords">The world coords.</param>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.RelativePitch">
            <summary>
            Gets or sets the relative pitch of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.RelativeHeading">
            <summary>
            Gets or sets the relative heading of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.ClampYaw(System.Single,System.Single)">
            <summary>
            Clamps the yaw of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
            <param name="min">The minimum yaw value.</param>
            <param name="max">The maximum yaw value.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.ClampPitch(System.Single,System.Single)">
            <summary>
            Clamps the pitch of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
            <param name="min">The minimum pitch value.</param>
            <param name="max">The maximum pitch value.</param>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.Zoom">
            <summary>
            Gets the zoom of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.FieldOfView">
            <summary>
            Gets the field of view of the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.IsRendering">
            <summary>
            Gets a value indicating whether the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is rendering.
            </summary>
            <value>
            <c>true</c> if the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is rendering; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.IsAimCamActive">
            <summary>
            Gets a value indicating whether the aiming camera is rendering.
            </summary>
            <value>
            <c>true</c> if the aiming camera is rendering; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.IsFirstPersonAimCamActive">
            <summary>
            Gets a value indicating whether the first person aiming camera is rendering.
            </summary>
            <value>
            <c>true</c> if the aiming camera is rendering; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.IsLookingBehind">
            <summary>
            Gets a value indicating whether the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is looking behind.
            </summary>
            <value>
            <c>true</c> if the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is looking behind; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.Shake(CitizenFX.FiveM.CameraShake,System.Single)">
            <summary>
            Shakes the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
            <param name="shakeType">Type of the shake to apply.</param>
            <param name="amplitude">The amplitude of the shaking.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GameplayCamera.StopShaking">
            <summary>
            Stops shaking the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.IsShaking">
            <summary>
            Gets a value indicating whether the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is shaking.
            </summary>
            <value>
            <c>true</c> if the <see cref="T:CitizenFX.FiveM.GameplayCamera"/> is shaking; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GameplayCamera.ShakeAmplitude">
            <summary>
            Sets the shake amplitude for the <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.CheckpointCustomIcon.#ctor(CitizenFX.FiveM.CheckpointCustomIconStyle,System.Byte)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.CheckpointCustomIcon" /> struct.
            </summary>
            <param name="iconStyle">The icon style.</param>
            <param name="iconNumber">The icon number, 
            if <paramref name="iconStyle"/> is <see cref="F:CitizenFX.FiveM.CheckpointCustomIconStyle.Number"/> allowed range is 0 - 99
            otherwise allowed range is 0 - 9. </param>
        </member>
        <member name="P:CitizenFX.FiveM.CheckpointCustomIcon.Number">
            <summary>
            Gets or sets the number to display inside the icon.
            </summary>
            <value>
            The number.
            if <see cref="P:CitizenFX.FiveM.CheckpointCustomIcon.Style"/> is <see cref="F:CitizenFX.FiveM.CheckpointCustomIconStyle.Number"/> allowed range is 0 - 99
            otherwise allowed range is 0 - 9. 
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.MemoryAddress">
            <summary>
            Gets the memory address of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.TargetPosition">
            <summary>
            Gets or sets the position where this <see cref="T:CitizenFX.FiveM.Checkpoint"/> points to.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.Icon">
            <summary>
            Gets or sets the icon drawn in this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.Radius">
            <summary>
            Gets or sets the radius of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.IconColor">
            <summary>
            Gets or sets the color of the icon in this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.CylinderNearHeight">
            <summary>
            Gets or sets the near height of the cylinder of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.CylinderFarHeight">
            <summary>
            Gets or sets the far height of the cylinder of this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Checkpoint.CylinderRadius">
            <summary>
            Gets or sets the radius of the cylinder in this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.Delete">
            <summary>
            Removes this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.Exists">
            <summary>
            Determines if this <see cref="T:CitizenFX.FiveM.Checkpoint"/> exists.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Checkpoint"/> exists; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.Exists(CitizenFX.FiveM.Checkpoint)">
            <summary>
            Determines if a specific <see cref="T:CitizenFX.FiveM.Checkpoint"/> exists.
            </summary>
            <returns><c>true</c> if the <paramref name="checkpoint"/> exists; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.Equals(CitizenFX.FiveM.Checkpoint)">
            <summary>
            Determines if a <see cref="T:CitizenFX.FiveM.Checkpoint"/> refer to the same <see cref="T:CitizenFX.FiveM.Checkpoint"/> as this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
            <param name="checkpoint">The other <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <returns><c>true</c> if the <paramref name="checkpoint"/> is the same checkpoint as this <see cref="T:CitizenFX.FiveM.Checkpoint"/>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.Equals(System.Object)">
            <summary>
            Determines if an <see cref="T:System.Object"/> refer to the same <see cref="T:CitizenFX.FiveM.Checkpoint"/> as this <see cref="T:CitizenFX.FiveM.Checkpoint"/>.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to check.</param>
            <returns><c>true</c> if the <paramref name="obj"/> is the same checkpoint as this <see cref="T:CitizenFX.FiveM.Checkpoint"/>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.op_Equality(CitizenFX.FiveM.Checkpoint,CitizenFX.FiveM.Checkpoint)">
            <summary>
            Determines if 2 <see cref="T:CitizenFX.FiveM.Checkpoint"/>s refer to the same checkpoint
            </summary>
            <param name="left">The left <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="right">The right <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <returns><c>true</c> if <paramref name="left"/> is the same checkpoint as this <paramref name="right"/>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Checkpoint.op_Inequality(CitizenFX.FiveM.Checkpoint,CitizenFX.FiveM.Checkpoint)">
            <summary>
            Determines if 2 <see cref="T:CitizenFX.FiveM.Checkpoint"/>s don't refer to the same checkpoint
            </summary>
            <param name="left">The left <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="right">The right <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <returns><c>true</c> if <paramref name="left"/> is not the same checkpoint as this <paramref name="right"/>; otherwise, <c>false</c>.</returns>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.IElement.Enabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> will be drawn.
            </summary>
            <value>
              <c>true</c> if enabled; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.IElement.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.GUI.IElement"/>.
            </summary>
            <value>
            The color.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.IElement.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.GUI.IElement"/>.
            </summary>
            <value>
            The position scaled on a 1280*720 pixel base.
            </value>
            <remarks>
            If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.IElement.Centered">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> should be positioned based on its center or top left corner
            </summary>
            <value>
              <c>true</c> if centered; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.IElement.Draw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.IElement.Draw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> this frame at the specified offset.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> using a 1280*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.IElement.ScaledDraw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> this frame using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.IElement.ScaledDraw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.IElement"/> using a <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>*720 pixel base.</param>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Rectangle.Enabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> will be drawn.
            </summary>
            <value>
              <c>true</c> if enabled; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Rectangle.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>.
            </summary>
            <value>
            The color.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Rectangle.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>.
            </summary>
            <value>
            The position scaled on a 1280*720 pixel base.
            </value>
            <remarks>
            If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Rectangle.Centered">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> should be positioned based on its center or top left corner
            </summary>
            <value>
              <c>true</c> if centered; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Rectangle.Size">
            <summary>
            Gets or sets the size to draw the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>
            </summary>
            <value>
            The size on a 1280*720 pixel base
            </value>
            <remarks>
            If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> class used for grouping drawing Rectangles on screen.
            </summary>	 
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> class used for grouping drawing Rectangles on screen.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>						 							
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> class used for grouping drawing Rectangles on screen.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>							 							
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color,System.Boolean)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> class used for grouping drawing Rectangles on screen.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>							 
            <param name="centered">Position the <see cref="T:CitizenFX.FiveM.GUI.Rectangle"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.FiveM.GUI.Rectangle.Centered"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.Draw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.Draw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> this frame at the specified offset.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> using a 1280*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.ScaledDraw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> this frame using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Rectangle.ScaledDraw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> using a <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />*720 pixel base.</param>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Container.Items">
            <summary>
            The <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s Contained inside this <see cref="T:CitizenFX.FiveM.GUI.Container"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Container"/> class used for grouping <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s together.
            </summary>																																						
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Container"/> class used for grouping <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s together.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>																	   
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Container"/> class used for grouping <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s together.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>							 							   
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.#ctor(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color,System.Boolean)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Container"/> class used for grouping <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s together.
            </summary>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Container"/>.</param>							 
            <param name="centered">Position the <see cref="T:CitizenFX.FiveM.GUI.Container"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.FiveM.GUI.Rectangle.Centered"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.Draw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Container" /> this frame and all its <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.Draw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Container" /> this frame and all its <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s at the specified offset.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Rectangle" /> using a 1280*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.ScaledDraw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Container" /> this frame and all its <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Container.ScaledDraw(CitizenFX.Core.Vector2)">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Container" /> this frame and all its <see cref="T:CitizenFX.FiveM.GUI.IElement"/>s at the specified offset using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Container" /> using a <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Notification.Hide">
            <summary>
            Hides this <see cref="T:CitizenFX.FiveM.GUI.Notification"/> instantly
            </summary>
        </member>
        <member name="F:CitizenFX.FiveM.GUI.Screen.Width">
            <summary>
            The base width of the screen used for all UI Calculations, unless ScaledDraw is used
            </summary>
        </member>
        <member name="F:CitizenFX.FiveM.GUI.Screen.Height">
            <summary>
            The base height of the screen used for all UI Calculations
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.AspectRatio">
            <summary>
            Gets the current Screen Aspect Ratio
            </summary>		   
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth">
            <summary>
            Gets the width of the scaled against a 720pixel height base.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Resolution">
            <summary>
            Gets the actual Screen resolution the game is being rendered at
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.ShowSubtitle(CitizenFX.Core.CString,System.Int32)">
            <summary>
            Shows a subtitle at the bottom of the screen for a given time
            </summary>
            <param name="message">The message to display.</param>
            <param name="duration">The duration to display the subtitle in milliseconds.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.ShowSubtitle(CitizenFX.Core.CString[],System.Int32)">
            <remarks>Use this with an array of <see cref="T:CitizenFX.Core.CString"/>s that have 99 or less characters for better performance</remarks>
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Screen.ShowSubtitle(CitizenFX.Core.CString,System.Int32)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.DisplayHelpTextThisFrame(CitizenFX.Core.CString)">
            <summary>
            Displays a help message in the top corner of the screen this frame.
            </summary>
            <param name="helpText">The text to display.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.DisplayHelpTextThisFrame(CitizenFX.Core.CString[])">
            <remarks>Use this with an array of <see cref="T:CitizenFX.Core.CString"/>s that have 99 or less characters for better performance</remarks>
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Screen.DisplayHelpTextThisFrame(CitizenFX.Core.CString)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.ShowNotification(CitizenFX.Core.CString,System.Boolean)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.GUI.Notification"/> above the minimap with the given message.
            </summary>
            <param name="message">The message in the notification.</param>
            <param name="blinking">if set to <c>true</c> the notification will blink.</param>
            <returns>The handle of the <see cref="T:CitizenFX.FiveM.GUI.Notification"/> which can be used to hide it using <see cref="M:CitizenFX.FiveM.GUI.Notification.Hide"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.ShowNotification(CitizenFX.Core.CString[],System.Boolean)">
            <remarks>Use this with an array of <see cref="T:CitizenFX.Core.CString"/>s that have 99 or less characters for better performance</remarks>
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Screen.ShowNotification(CitizenFX.Core.CString,System.Boolean)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.WorldToScreen(CitizenFX.Core.Vector3,System.Boolean)">
            <summary>
            Translates a point in WorldSpace to its given Coordinates on the <see cref="T:CitizenFX.FiveM.GUI.Screen"/>
            </summary>
            <param name="position">The position in the World.</param>
            <param name="scaleWidth">if set to <c>true</c> Returns the screen position scaled by <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>; otherwise, returns the screen position scaled by <see cref="F:CitizenFX.FiveM.GUI.Screen.Width"/>.</param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.LoadingPrompt.Show(System.String,CitizenFX.FiveM.GUI.LoadingSpinnerType)">
            <summary>
            Creates a loading prompt at the bottom right of the screen with the given text and spinner type
            </summary>
            <param name="loadingText">The text to display next to the spinner</param>
            <param name="spinnerType">The style of spinner to draw</param>
            <remarks>
            <see cref="F:CitizenFX.FiveM.GUI.LoadingSpinnerType.Clockwise1"/>, <see cref="F:CitizenFX.FiveM.GUI.LoadingSpinnerType.Clockwise2"/>, <see cref="F:CitizenFX.FiveM.GUI.LoadingSpinnerType.Clockwise3"/> and <see cref="F:CitizenFX.FiveM.GUI.LoadingSpinnerType.RegularClockwise"/> all see to be the same. 
            But Rockstar always seem to use the <see cref="F:CitizenFX.FiveM.GUI.LoadingSpinnerType.RegularClockwise"/> in the scripts
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.LoadingPrompt.Hide">
            <summary>
            Remove the loading prompt at the bottom right of the screen
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.LoadingPrompt.IsActive">
            <summary>
            Gets a value indicating whether the Loading Prompt is currently being displayed
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Hud.IsComponentActive(CitizenFX.FiveM.GUI.HudComponent)">
            <summary>
            Determines whether a given <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> is Active.
            </summary>
            <param name="component">The <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> to check</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> is Active; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Hud.ShowComponentThisFrame(CitizenFX.FiveM.GUI.HudComponent)">
             <summary>
             Draws the specified <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> this frame.
             </summary>
             <param name="component">The <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/></param>
            <remarks>This will only draw the <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> if the <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> can be drawn</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Hud.HideComponentThisFrame(CitizenFX.FiveM.GUI.HudComponent)">
            <summary>
            Hides the specified <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> this frame.
            </summary>
            <param name="component">The <see cref="T:CitizenFX.FiveM.GUI.HudComponent"/> to hide.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Hud.ShowCursorThisFrame">
            <summary>
            Shows the mouse cursor this frame.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Hud.CursorSprite">
            <summary>
            Gets or sets the sprite the cursor should used when drawn
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Hud.IsVisible">
            <summary>
            Gets or sets a value indicating whether any HUD components should be rendered.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Hud.IsRadarVisible">
            <summary>
            Gets or sets a value indicating whether the radar is visible.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Hud.RadarZoom">
            <summary>
            Sets how far the Minimap should be zoomed in
            </summary>
            <value>
            The Radar zoom, Accepts values from 0 to 200
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Fading.IsFadedIn">
            <summary>
            Gets a value indicating whether the screen is faded in.
            </summary>
            <value>
            <c>true</c> if the screen is faded in; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Fading.IsFadedOut">
            <summary>
            Gets a value indicating whether the screen is faded out.
            </summary>
            <value>
            <c>true</c> if the screen is faded out; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Fading.IsFadingIn">
            <summary>
            Gets a value indicating whether the screen is fading in.
            </summary>
            <value>
            <c>true</c> if the screen is fading in; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Screen.Fading.IsFadingOut">
            <summary>
            Gets a value indicating whether the screen is fading out.
            </summary>
            <value>
            <c>true</c> if the screen is fading out; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Fading.FadeIn(System.Int32)">
            <summary>
            Fades the screen in over a specific time, useful for transitioning
            </summary>
            <param name="time">The time for the fade in to take</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Screen.Fading.FadeOut(System.Int32)">
            <summary>
            Fades the screen out over a specific time, useful for transitioning
            </summary>
            <param name="time">The time for the fade out to take</param>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.ISprite.Size">
            <summary>
            Gets or sets the size to draw the <see cref="T:CitizenFX.FiveM.GUI.ISprite"/>
            </summary>
            <value>
            The size on a 1280*720 pixel base
            </value>
            <remarks>
            If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>.
            </remarks>					 
        </member>
        <member name="P:CitizenFX.FiveM.GUI.ISprite.Rotation">
            <summary>
            Gets or sets the rotation to draw thie <see cref="T:CitizenFX.FiveM.GUI.ISprite"/>.
            </summary>
            <value>
            The rotation measured in degrees, clockwise increasing, 0.0 at vertical
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Enabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Sprite" /> will be drawn.
            </summary>
            <value>
              <c>true</c> if enabled; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.GUI.Sprite" />.
            </summary>
            <value>
            The color.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.GUI.Sprite" />.
            </summary>
            <value>
            The position scaled on a 1280*720 pixel base.
            </value>
            <remarks>
            If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Size">
            <summary>
            Gets or sets the size to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite" />
            </summary>
            <value>
            The size on a 1280*720 pixel base
            </value>
            <remarks>
            If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Rotation">
            <summary>
            Gets or sets the rotation to draw thie <see cref="T:CitizenFX.FiveM.GUI.Sprite" />.
            </summary>
            <value>
            The rotation measured in degrees, clockwise increasing, 0.0 at vertical
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Sprite.Centered">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> should be positioned based on its center or top left corner
            </summary>
            <value>
              <c>true</c> if centered; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.#ctor(System.String,System.String,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> class used for drawing in game textures on the screen.
            </summary>
            <param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> is stored (the *.ytd file).</param>
            <param name="textureName">Name of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> inside the Texture dictionary.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>											   
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.#ctor(System.String,System.String,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> class used for drawing in game textures on the screen.
            </summary>
            <param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> is stored (the *.ytd file).</param>
            <param name="textureName">Name of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> inside the Texture dictionary.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>														 
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.#ctor(System.String,System.String,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color,System.Single)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> class used for drawing in game textures on the screen.
            </summary>
            <param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> is stored (the *.ytd file).</param>
            <param name="textureName">Name of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> inside the Texture dictionary.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="rotation">Set the rotation to draw the sprite, measured in degrees, see also <seealso cref="P:CitizenFX.FiveM.GUI.Sprite.Rotation"/>.</param>						
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.#ctor(System.String,System.String,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Color,System.Single,System.Boolean)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> class used for drawing in game textures on the screen.
            </summary>
            <param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> is stored (the *.ytd file).</param>
            <param name="textureName">Name of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> inside the Texture dictionary.</param>
            <param name="size">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Size"/> of the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/>.</param>
            <param name="rotation">Set the rotation to draw the sprite, measured in degrees, see also <seealso cref="P:CitizenFX.FiveM.GUI.Sprite.Rotation"/>.</param>
            <param name="centered">Position the <see cref="T:CitizenFX.FiveM.GUI.Sprite"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.FiveM.GUI.Sprite.Centered"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.Draw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Sprite" />.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.Draw(CitizenFX.Core.Vector2)">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Sprite" /> at the specified offset.
            </summary>
            <param name="offset">The offset.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.ScaledDraw">
            <summary>
            Draws this <see cref="T:CitizenFX.FiveM.GUI.Sprite" /> using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Sprite.ScaledDraw(CitizenFX.Core.Vector2)">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Sprite" /> at the specified offset using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
            <param name="offset">The offset.</param>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Enabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Text" /> will be drawn.
            </summary>
            <value>
              <c>true</c> if enabled; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Color">
            <summary>
            Gets or sets the color of this <see cref="T:CitizenFX.FiveM.GUI.Text" />.
            </summary>
            <value>
            The color.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.GUI.Text" />.
            </summary>
            <value>
            The position scaled on a 1280*720 pixel base.
            </value>
            <remarks>
            If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Scale">
            <summary>
            Gets or sets the scale of this <see cref="T:CitizenFX.FiveM.GUI.Text"/>.
            </summary>
            <value>
            The scale usually a value between ~0.5 and 3.0, Default = 1.0
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Font">
            <summary>
            Gets or sets the font of this <see cref="T:CitizenFX.FiveM.GUI.Text"/>.
            </summary>
            <value>
            The GTA Font use when drawing.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Caption">
            <remarks>This property is slow as it merges or splits the value from/to 99 chararacter length strings, use <see cref="P:CitizenFX.FiveM.GUI.Text.SplitCaption"/> to access the split string directly.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.SplitCaption">
            <value>The internally split captions</value>
            <inheritdoc cref="P:CitizenFX.FiveM.GUI.Text.Caption"/>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Alignment">
            <summary>
            Gets or sets the alignment of this <see cref="T:CitizenFX.FiveM.GUI.Text"/>.
            </summary>
            <value>
            The alignment:<c>Left</c>, <c>Center</c>, <c>Right</c> Justify
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Shadow">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Text"/> is drawn with a shadow effect.
            </summary>
            <value>
              <c>true</c> if shadow; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Outline">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.GUI.Text"/> is drawn with an outline.
            </summary>
            <value>
              <c>true</c> if outline; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.WrapWidth">
            <summary>
            Gets or sets the maximun size of the <see cref="T:CitizenFX.FiveM.GUI.Text"/> before it wraps to a new line.
            </summary>
            <value>
            The width of the <see cref="T:CitizenFX.FiveM.GUI.Text"/>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Centered">
            <summary>
            Gets or sets a value indicating whether the alignment of this <see cref="T:CitizenFX.FiveM.GUI.Text" /> is centered.
            See <see cref="P:CitizenFX.FiveM.GUI.Text.Alignment"/>
            </summary>
            <value>
              <c>true</c> if centered; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.Width">
            <summary>
            Measures how many pixels on the horizontal axis this <see cref="T:CitizenFX.FiveM.GUI.Text"/> will use when drawn	against a 1280 pixel base
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.GUI.Text.ScaledWidth">
            <summary>
            Measures how many pixels in the horizontal axis this <see cref="T:CitizenFX.FiveM.GUI.Text"/> will use when drawn against a <see cref="P:CitizenFX.FiveM.GUI.Text.ScaledWidth"/> pixel base
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.#ctor(System.String,CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Color,CitizenFX.FiveM.GUI.Font,CitizenFX.FiveM.GUI.Alignment,System.Boolean,System.Boolean,System.Single)">
            <summary>
            Initializes a new instance of the <see cref="T:CitizenFX.FiveM.GUI.Text"/> class used for drawing text on the screen.
            </summary>
            <param name="caption">The <see cref="T:CitizenFX.FiveM.GUI.Text"/> to draw.</param>
            <param name="position">Set the <see cref="P:CitizenFX.FiveM.GUI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.FiveM.GUI.Text"/>.</param>
            <param name="scale">Sets a <see cref="P:CitizenFX.FiveM.GUI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.FiveM.GUI.Text"/>, for no scaling use 1.0f.</param>
            <param name="color">Set the <see cref="P:CitizenFX.FiveM.GUI.Text.Color"/> used to draw the <see cref="T:CitizenFX.FiveM.GUI.Text"/>.</param>							 
            <param name="font">Sets the <see cref="P:CitizenFX.FiveM.GUI.Text.Font"/> used when drawing the text.</param>
            <param name="alignment">Sets the <see cref="P:CitizenFX.FiveM.GUI.Text.Alignment"/> used when drawing the text, <see cref="F:CitizenFX.FiveM.GUI.Alignment.Left"/>,<see cref="F:CitizenFX.FiveM.GUI.Alignment.Center"/> or <see cref="F:CitizenFX.FiveM.GUI.Alignment.Right"/>.</param>
            <param name="shadow">Sets whether or not to draw the <see cref="T:CitizenFX.FiveM.GUI.Text"/> with a <see cref="P:CitizenFX.FiveM.GUI.Text.Shadow"/> effect.</param>
            <param name="outline">Sets whether or not to draw the <see cref="T:CitizenFX.FiveM.GUI.Text"/> with an <see cref="P:CitizenFX.FiveM.GUI.Text.Outline"/> around the letters.</param>
            <param name="wrapWidth">Sets how many horizontal pixel to draw before wrapping the <see cref="T:CitizenFX.FiveM.GUI.Text"/> on the next line down.</param>											 																	  
            <remarks><paramref name="caption"/> will be divided in multiple strings of 99 or less characters.<br />Any <paramref name="caption"/> that is 396+ characters long (5+ divisions) is known to <i>not</i> be rendered by GTA V.</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.#ctor(System.String,CitizenFX.Core.Vector2,System.Single)">
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Text.#ctor(System.String,CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Color,CitizenFX.FiveM.GUI.Font,CitizenFX.FiveM.GUI.Alignment,System.Boolean,System.Boolean,System.Single)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.#ctor(CitizenFX.Core.CString[],CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Color,CitizenFX.FiveM.GUI.Font,CitizenFX.FiveM.GUI.Alignment,System.Boolean,System.Boolean,System.Single)">
            <remarks><paramref name="caption"/> needs to contain strings of 99 or less characters.<br />Any <paramref name="caption"/> that is 396+ characters long (5+ divisions) is known to <i>not</i> be rendered by GTA V.</remarks>
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Text.#ctor(System.String,CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Color,CitizenFX.FiveM.GUI.Font,CitizenFX.FiveM.GUI.Alignment,System.Boolean,System.Boolean,System.Single)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.#ctor(CitizenFX.Core.CString[],CitizenFX.Core.Vector2,System.Single)">
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Text.#ctor(CitizenFX.Core.CString[],CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Color,CitizenFX.FiveM.GUI.Font,CitizenFX.FiveM.GUI.Alignment,System.Boolean,System.Boolean,System.Single)"/>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.GetStringWidth(CitizenFX.Core.CString,CitizenFX.FiveM.GUI.Font,System.Single)">
            <summary>
            Measures how many pixels in the horizontal axis the string will use when drawn
            </summary>
            <param name="text">The string of text to measure.</param>
            <param name="font">The <see cref="T:CitizenFX.FiveM.GUI.Font"/> to use when measuring the text's width.</param>
            <param name="scale">Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling.</param>
            <returns>
            The amount of pixels scaled on a 1280 pixel width base
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.GetStringWidth(CitizenFX.Core.CString[],CitizenFX.FiveM.GUI.Font,System.Single)">
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Text.GetStringWidth(CitizenFX.Core.CString,CitizenFX.FiveM.GUI.Font,System.Single)"/>
            <param name="texts">The series of strings of texts to measure, each string should not be bigger than 99 characters.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.GetScaledStringWidth(CitizenFX.Core.CString,CitizenFX.FiveM.GUI.Font,System.Single)">
            <summary>
            Measures how many pixels in the horizontal axis the string will use when drawn
            </summary>
            <param name="text">The string of text to measure.</param>
            <param name="font">The <see cref="T:CitizenFX.FiveM.GUI.Font"/> of the textu to measure.</param>
            <param name="scale">Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling.</param>
            <returns>
            The amount of pixels scaled by the pixel width base return in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth"/>
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.GetScaledStringWidth(CitizenFX.Core.CString[],CitizenFX.FiveM.GUI.Font,System.Single)">
            <inheritdoc cref="M:CitizenFX.FiveM.GUI.Text.GetStringWidth(CitizenFX.Core.CString,CitizenFX.FiveM.GUI.Font,System.Single)"/>
            <param name="texts">The series of strings of texts to measure, each string should not be bigger than 99 characters.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.Draw">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Text" /> this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.Draw(CitizenFX.Core.Vector2)">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Text" /> this frame at the specified offset.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Text" /> using a 1280*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.ScaledDraw">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Text" /> this frame using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.ScaledDraw(CitizenFX.Core.Vector2)">
            <summary>
            Draws the <see cref="T:CitizenFX.FiveM.GUI.Text" /> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />.
            </summary>
            <param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.FiveM.GUI.Text" /> using a <see cref="P:CitizenFX.FiveM.GUI.Screen.ScaledWidth" />*720 pixel base.</param>
        </member>
        <member name="M:CitizenFX.FiveM.GUI.Text.SplitString(CitizenFX.Core.CString)">
            <summary>
            Splits the <paramref name="inputString"/> into an array with each string having 99 characters or less<br />
            This is needed as characters beyond 99 aren't rendered by GTA V, e.g.: with <see cref="T:CitizenFX.FiveM.GUI.Text"/>
            </summary>
            <remarks>arrays of 5 and higher (396+ characters) are known to <i>not</i> being rendered by GTA V</remarks>
            <param name="inputString">The string to convert.</param>
            <returns>array containing strings each 99 characters or less.</returns>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.MemoryAddress">
            <summary>
            Gets the memory address where the <see cref="T:CitizenFX.FiveM.Entity"/> is stored in memory.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Health">
            <summary>
            Gets or sets the health of this <see cref="T:CitizenFX.FiveM.Entity"/> as an <see cref="T:System.Int32"/>.
            </summary>
            <value>
            The health from 0 - 100 as an integer.
            </value>
            <remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.FiveM.Entity.HealthFloat"/> instead.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.HealthFloat">
            <summary>
            Gets or sets the health of this <see cref="T:CitizenFX.FiveM.Entity"/> as a <see cref="T:System.Single"/>.
            </summary>
            <value>
            The health in float.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.MaxHealth">
            <summary>
            Gets or sets the maximum health of this <see cref="T:CitizenFX.FiveM.Entity"/> as an <see cref="T:System.Int32"/>.
            </summary>
            <value>
            The maximum health from 0 - 100 as an integer.
            </value>
            <remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.FiveM.Entity.MaxHealthFloat"/> instead.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.MaxHealthFloat">
            <summary>
            Gets or sets the maximum health of this <see cref="T:CitizenFX.FiveM.Entity"/> in float.
            </summary>
            <value>
            The maximum health in float.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsDead">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is dead.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is dead; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsAlive">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is alive.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is alive; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Model">
            <summary>
            Gets the current model of this entity
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Owner">
            <summary>
            Gets the current network owner of this entity
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Type">
            <summary>
            Gets the game type of this entity
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Position">
            <summary>
            Gets or sets the position of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <value>
            The position in world space.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.PositionNoOffset">
            <summary>
            Sets the position of this <see cref="T:CitizenFX.FiveM.Entity"/> without any offset.
            </summary>
            <value>
            The position in world space.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Rotation">
            <summary>
            Gets or sets the rotation of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <value>
            The yaw, pitch, roll rotation values.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Quaternion">
            <summary>
            Gets or sets the quaternion of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Heading">
            <summary>
            Gets or sets the heading of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <value>
            The heading in degrees.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.UpVector">
            <summary>
            Gets the vector that points above this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.RightVector">
            <summary>
            Gets the vector that points to the right of this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.ForwardVector">
            <summary>
            Gets the vector that points in front of this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Matrix">
            <summary>
            Gets this <see cref="T:CitizenFX.FiveM.Entity"/>'s matrix which stores position and rotation information.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsPositionFrozen">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is frozen.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is position frozen; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Velocity">
            <summary>
            Gets or sets the velocity of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.RotationVelocity">
            <summary>
            Gets the rotation velocity of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.MaxSpeed">
            <summary>
            Sets the maximum speed this <see cref="T:CitizenFX.FiveM.Entity"/> can move at.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.HasGravity">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> has gravity.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has gravity; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.HeightAboveGround">
            <summary>
            Gets how high above ground this <see cref="T:CitizenFX.FiveM.Entity"/> is.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.SubmersionLevel">
            <summary>
            Gets a value indicating how submersed this <see cref="T:CitizenFX.FiveM.Entity"/> is, 1.0f means the whole entity is submerged.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.LodDistance">
            <summary>
            Gets or sets the level of detail distance of this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsVisible">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is visible.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is visible; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsOccluded">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is occluded.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is occluded; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsOnScreen">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is on screen.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is on screen; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsRendered">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is rendered.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is rendered; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsUpright">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is upright.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is upright; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsUpsideDown">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is upside down.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is upside down; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsInAir">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is in the air.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is in the air; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsInWater">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is in water.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is in water; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsPersistent">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is persistent.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is persistent; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsOnFire">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is on fire.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is on fire; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsFireProof">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is fire proof.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is fire proof; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsMeleeProof">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is melee proof.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is melee proof; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsBulletProof">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is bullet proof.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is bullet proof; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsExplosionProof">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is explosion proof.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is explosion proof; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsCollisionProof">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is collision proof.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is collision proof; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsInvincible">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is invincible.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is invincible; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsOnlyDamagedByPlayer">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> can only be damaged by <see cref="T:CitizenFX.FiveM.Player"/>s.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> can only be damaged by <see cref="T:CitizenFX.FiveM.Player"/>s; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Opacity">
            <summary>
            Gets or sets how opacque this <see cref="T:CitizenFX.FiveM.Entity"/> is.
            </summary>
            <value>
            0 for completely see through, 255 for fully opacque
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.ResetOpacity">
            <summary>
            Resets the opacity, <seealso cref="P:CitizenFX.FiveM.Entity.Opacity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.HasCollided">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> has collided with anything.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has collided; otherwise, <c>false</c>.
            </value>
            <remarks><see cref="P:CitizenFX.FiveM.Entity.IsRecordingCollisions"/> must be <c>true</c> for this to work.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.MaterialCollidingWith">
            <summary>
            Gets the material this entity is currently brushing up against. Only works
            for the material the entity is facing towards.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsCollisionEnabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> has collision.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has collision; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.IsRecordingCollisions">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Entity"/> is recording collisions.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.SetNoCollision(CitizenFX.FiveM.Entity,System.Boolean)">
            <summary>
            Sets the collision between this <see cref="T:CitizenFX.FiveM.Entity"/> and another <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to set collision with</param>
            <param name="toggle">if set to <c>true</c> the 2 <see cref="T:CitizenFX.FiveM.Entity"/>s wont collide with each other.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.HasBeenDamagedBy(CitizenFX.FiveM.Entity)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by a specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by the specified <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.HasBeenDamagedBy(CitizenFX.FiveM.WeaponHash)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by a specific weapon].
            </summary>
            <param name="weapon">The weapon to check.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by the specified weapon; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.HasBeenDamagedByAnyWeapon">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by any weapon.
            </summary>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by any weapon; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.HasBeenDamagedByAnyMeleeWeapon">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by any melee weapon.
            </summary>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has been damaged by any melee weapon; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.ClearLastWeaponDamage">
            <summary>
            Clears the last weapon damage this <see cref="T:CitizenFX.FiveM.Entity"/> received.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsInArea(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is in a specified area
            </summary>
            <param name="minBounds">The minimum bounds.</param>
            <param name="maxBounds">The maximum bounds.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is in the specified area; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsInAngledArea(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is in a specified angled area
            </summary>
            <param name="origin">The origin.</param>
            <param name="edge">The edge.</param>
            <param name="angle">The angle.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is in the specified angled area; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsInRangeOf(CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is in range of a specified position
            </summary>
            <param name="position">The position.</param>
            <param name="range">The maximum range.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is in range of the <paramref name="position"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsNearEntity(CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is near a specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check.</param>
            <param name="bounds">The max displacement from the <paramref name="entity"/>.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is near the <paramref name="entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsTouching(CitizenFX.FiveM.Model)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is touching an <see cref="T:CitizenFX.FiveM.Entity"/> with the <see cref="P:CitizenFX.FiveM.Entity.Model"/> <paramref name="model"/>.
            </summary>
            <param name="model">The <see cref="P:CitizenFX.FiveM.Entity.Model"/> to check</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is touching a <paramref name="model"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsTouching(CitizenFX.FiveM.Entity)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is touching the <see cref="T:CitizenFX.FiveM.Entity"/> <paramref name="entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is touching <paramref name="entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.GetOffsetPosition(CitizenFX.Core.Vector3)">
            <summary>
            Gets the position in world coords of an offset relative this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="offset">The offset from this <see cref="T:CitizenFX.FiveM.Entity"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.GetPositionOffset(CitizenFX.Core.Vector3)">
            <summary>
            Gets the relative offset of this <see cref="T:CitizenFX.FiveM.Entity"/> from a world coords position
            </summary>
            <param name="worldCoords">The world coords.</param>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.Bones">
            <summary>
            Gets a collection of the <see cref="T:CitizenFX.FiveM.EntityBone"/>s in this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.AttachBlip">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Blip"/> on this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.AttachedBlip">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Blip"/> attached to this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <remarks>returns <c>null</c> if no <see cref="T:CitizenFX.FiveM.Blip"/>s are attached to this <see cref="T:CitizenFX.FiveM.Entity"/></remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.AttachedBlips">
            <summary>
            Gets an <c>array</c> of all <see cref="T:CitizenFX.FiveM.Blip"/>s attached to this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.AttachTo(CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
            <summary>
            Attaches this <see cref="T:CitizenFX.FiveM.Entity"/> to a different <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to attach this <see cref="T:CitizenFX.FiveM.Entity"/> to.</param>
            <param name="position">The position relative to the <paramref name="entity"/> to attach this <see cref="T:CitizenFX.FiveM.Entity"/> to.</param>
            <param name="rotation">The rotation to apply to this <see cref="T:CitizenFX.FiveM.Entity"/> relative to the <paramref name="entity"/></param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.AttachTo(CitizenFX.FiveM.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
            <summary>
            Attaches this <see cref="T:CitizenFX.FiveM.Entity"/> to a different <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="entityBone">The <see cref="T:CitizenFX.FiveM.EntityBone"/> to attach this <see cref="T:CitizenFX.FiveM.Entity"/> to.</param>
            <param name="position">The position relative to the <paramref name="entityBone"/> to attach this <see cref="T:CitizenFX.FiveM.Entity"/> to.</param>
            <param name="rotation">The rotation to apply to this <see cref="T:CitizenFX.FiveM.Entity"/> relative to the <paramref name="entityBone"/></param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.Detach">
            <summary>
            Detaches this <see cref="T:CitizenFX.FiveM.Entity"/> from any <see cref="T:CitizenFX.FiveM.Entity"/> it may be attached to.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsAttached">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to any other <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to another <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.IsAttachedTo(CitizenFX.FiveM.Entity)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to the specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check if this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to <paramref name="entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.GetEntityAttachedTo">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Entity"/> this <see cref="T:CitizenFX.FiveM.Entity"/> is attached to.
            <remarks>returns <c>null</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> isnt attached to any entity</remarks>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.ApplyForce(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.FiveM.ForceType)">
            <summary>
            Applies a force to this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="direction">The direction to apply the force relative to world coords.</param>
            <param name="rotation">The rotation force to apply</param>
            <param name="forceType">Type of the force to apply.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.ApplyForceRelative(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.FiveM.ForceType)">
            <summary>
            Applies a force to this <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="direction">The direction to apply the force relative to this <see cref="T:CitizenFX.FiveM.Entity"/>s rotation</param>
            <param name="rotation">The rotation force to apply</param>
            <param name="forceType">Type of the force to apply.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.RemoveAllParticleEffects">
            <summary>
            Stops all particle effects attached to this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.NetworkId">
            <summary>
            Gets the network ID of this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.Delete">
            <summary>
            Deletes this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.MarkAsNoLongerNeeded">
            <summary>
            Marks this <see cref="T:CitizenFX.FiveM.Entity"/> as no longer needed letting the game delete it when its too far away.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Entity.State">
            <summary>
            Gets the <see cref="T:CitizenFX.Core.StateBag"/> of this <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.FromHandle(System.Int32)">
            <summary>
            Creates a new instance of an <see cref="T:CitizenFX.FiveM.Entity"/> from the given handle.
            </summary>
            <param name="handle">The entity handle.</param>
            <returns>Returns a <see cref="T:CitizenFX.FiveM.Ped"/> if this handle corresponds to a Ped.
            Returns a <see cref="T:CitizenFX.FiveM.Vehicle"/> if this handle corresponds to a Vehicle.
            Returns a <see cref="T:CitizenFX.FiveM.Prop"/> if this handle corresponds to a Prop.
            Returns <c>null</c> if no <see cref="T:CitizenFX.FiveM.Entity"/> exists this the specified <paramref name="handle"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.FromNetworkId(System.Int32)">
            <summary>
            Creates a new instance of an <see cref="T:CitizenFX.FiveM.Entity"/> from the given network ID.
            </summary>
            <param name="networkId">The network ID of the entity.</param>
            <returns>Returns a <see cref="T:CitizenFX.FiveM.Ped"/> if this network ID corresponds to a Ped.
            Returns a <see cref="T:CitizenFX.FiveM.Vehicle"/> if this network ID corresponds to a Vehicle.
            Returns a <see cref="T:CitizenFX.FiveM.Prop"/> if this network ID corresponds to a Prop.
            Returns <c>null</c> if no <see cref="T:CitizenFX.FiveM.Entity"/> exists for the specified <paramref name="networkId"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.Exists">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> exists.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.Exists(CitizenFX.FiveM.Entity)">
            <summary>
            Determines whether the <see cref="T:CitizenFX.FiveM.Entity"/> exists.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Entity"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Entity.Equals(CitizenFX.FiveM.Entity)">
            <summary>
            Checks if two <see cref="T:CitizenFX.FiveM.Entity"/>s refer to the same <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="entity">The other <see cref="T:CitizenFX.FiveM.Entity"/>.</param>
            <returns><c>true</c> if they are the same <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, false</returns>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBone.Index">
            <summary>
            Gets the bone index of this <see cref="T:CitizenFX.FiveM.EntityBone"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBone.Position">
            <summary>
            Gets the position of this <see cref="T:CitizenFX.FiveM.EntityBone"/> in world coords.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBone.IsValid">
            <summary>
            Determines if this <see cref="T:CitizenFX.FiveM.EntityBone"/> is valid
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.EntityBone"/> is valid; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.EntityBone.Equals(CitizenFX.FiveM.EntityBone)">
            <summary>
            Checks if two <see cref="T:CitizenFX.FiveM.EntityBone"/>s refer to the same <see cref="T:CitizenFX.FiveM.EntityBone"/>
            </summary>
            <param name="entityBone">The other <see cref="T:CitizenFX.FiveM.EntityBone"/>.</param>
            <returns><c>true</c> if they are the same bone of the same <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, false</returns>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBoneCollection.Item(System.String)">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.EntityBone"/> with the specified bone name.
            </summary>
            <param name="boneName">Name of the bone.</param>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBoneCollection.Item(System.Int32)">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.EntityBone"/> at the specified bone index.
            </summary>
            <param name="boneIndex">The bone index.</param>
        </member>
        <member name="M:CitizenFX.FiveM.EntityBoneCollection.HasBone(System.String)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Entity"/> has a bone with the specified bone name
            </summary>
            <param name="boneName">Name of the bone.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Entity"/> has a bone with the specified bone name; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="P:CitizenFX.FiveM.EntityBoneCollection.Core">
            <summary>
            Gets the number of bones that this <see cref="T:CitizenFX.FiveM.Entity"/> has.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ActivePose">
            <summary>
            Gets a ActivePose Helper class for sending ActivePose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ApplyImpulse">
            <summary>
            Gets a ApplyImpulse Helper class for sending ApplyImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ApplyBulletImpulse">
            <summary>
            Gets a ApplyBulletImpulse Helper class for sending ApplyBulletImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BodyRelax">
            <summary>
            Gets a BodyRelax Helper class for sending BodyRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureBalance">
            <summary>
            Gets a ConfigureBalance Helper class for sending ConfigureBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureBalanceReset">
            <summary>
            Gets a ConfigureBalanceReset Helper class for sending ConfigureBalanceReset <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            reset the values configurable by the Configure Balance message to their defaults.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureSelfAvoidance">
            <summary>
            Gets a ConfigureSelfAvoidance Helper class for sending ConfigureSelfAvoidance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureBullets">
            <summary>
            Gets a ConfigureBullets Helper class for sending ConfigureBullets <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureBulletsExtra">
            <summary>
            Gets a ConfigureBulletsExtra Helper class for sending ConfigureBulletsExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureLimits">
            <summary>
            Gets a ConfigureLimits Helper class for sending ConfigureLimits <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Enable/disable/edit character limits in real time.  This adjusts limits in RAGE-native space and will *not* reorient the joint.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureSoftLimit">
            <summary>
            Gets a ConfigureSoftLimit Helper class for sending ConfigureSoftLimit <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureShotInjuredArm">
            <summary>
            Gets a ConfigureShotInjuredArm Helper class for sending ConfigureShotInjuredArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            This single message allows you to configure the injured arm reaction during shot
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureShotInjuredLeg">
            <summary>
            Gets a ConfigureShotInjuredLeg Helper class for sending ConfigureShotInjuredLeg <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            This single message allows you to configure the injured leg reaction during shot
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.DefineAttachedObject">
            <summary>
            Gets a DefineAttachedObject Helper class for sending DefineAttachedObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ForceToBodyPart">
            <summary>
            Gets a ForceToBodyPart Helper class for sending ForceToBodyPart <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Apply an impulse to a named body part
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.LeanInDirection">
            <summary>
            Gets a LeanInDirection Helper class for sending LeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.LeanRandom">
            <summary>
            Gets a LeanRandom Helper class for sending LeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.LeanToPosition">
            <summary>
            Gets a LeanToPosition Helper class for sending LeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.LeanTowardsObject">
            <summary>
            Gets a LeanTowardsObject Helper class for sending LeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HipsLeanInDirection">
            <summary>
            Gets a HipsLeanInDirection Helper class for sending HipsLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HipsLeanRandom">
            <summary>
            Gets a HipsLeanRandom Helper class for sending HipsLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HipsLeanToPosition">
            <summary>
            Gets a HipsLeanToPosition Helper class for sending HipsLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HipsLeanTowardsObject">
            <summary>
            Gets a HipsLeanTowardsObject Helper class for sending HipsLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ForceLeanInDirection">
            <summary>
            Gets a ForceLeanInDirection Helper class for sending ForceLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ForceLeanRandom">
            <summary>
            Gets a ForceLeanRandom Helper class for sending ForceLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ForceLeanToPosition">
            <summary>
            Gets a ForceLeanToPosition Helper class for sending ForceLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ForceLeanTowardsObject">
            <summary>
            Gets a ForceLeanTowardsObject Helper class for sending ForceLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetStiffness">
            <summary>
            Gets a SetStiffness Helper class for sending SetStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetMuscleStiffness">
            <summary>
            Gets a SetMuscleStiffness Helper class for sending SetMuscleStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetWeaponMode">
            <summary>
            Gets a SetWeaponMode Helper class for sending SetWeaponMode <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Use this message to set the character's weapon mode.  This is an alternativeto the setWeaponMode public function.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.RegisterWeapon">
            <summary>
            Gets a RegisterWeapon Helper class for sending RegisterWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Use this message to register weapon.  This is an alternativeto the registerWeapon public function.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotRelax">
            <summary>
            Gets a ShotRelax Helper class for sending ShotRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.FireWeapon">
            <summary>
            Gets a FireWeapon Helper class for sending FireWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            One shot message apply a force to the hand as we fire the gun that should be in this hand
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ConfigureConstraints">
            <summary>
            Gets a ConfigureConstraints Helper class for sending ConfigureConstraints <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            One shot to give state of constraints on character and response to constraints
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.StayUpright">
            <summary>
            Gets a StayUpright Helper class for sending StayUpright <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.StopAllBehaviours">
            <summary>
            Gets a StopAllBehaviours Helper class for sending StopAllBehaviours <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Send this message to immediately stop all behaviours from executing.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetCharacterStrength">
            <summary>
            Gets a SetCharacterStrength Helper class for sending SetCharacterStrength <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetCharacterHealth">
            <summary>
            Gets a SetCharacterHealth Helper class for sending SetCharacterHealth <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Sets character's health on the dead-to-alive scale: [0..1]
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetFallingReaction">
            <summary>
            Gets a SetFallingReaction Helper class for sending SetFallingReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Sets the type of reaction if catchFall is called
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetCharacterUnderwater">
            <summary>
            Gets a SetCharacterUnderwater Helper class for sending SetCharacterUnderwater <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Sets viscosity applied to damping limbs
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetCharacterCollisions">
            <summary>
            Gets a SetCharacterCollisions Helper class for sending SetCharacterCollisions <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            setCharacterCollisions:
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetCharacterDamping">
            <summary>
            Gets a SetCharacterDamping Helper class for sending SetCharacterDamping <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Damp out cartwheeling and somersaulting above a certain threshold
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SetFrictionScale">
            <summary>
            Gets a SetFrictionScale Helper class for sending SetFrictionScale <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            setFrictionScale:
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.AnimPose">
            <summary>
            Gets a AnimPose Helper class for sending AnimPose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ArmsWindmill">
            <summary>
            Gets a ArmsWindmill Helper class for sending ArmsWindmill <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ArmsWindmillAdaptive">
            <summary>
            Gets a ArmsWindmillAdaptive Helper class for sending ArmsWindmillAdaptive <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BalancerCollisionsReaction">
            <summary>
            Gets a BalancerCollisionsReaction Helper class for sending BalancerCollisionsReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BodyBalance">
            <summary>
            Gets a BodyBalance Helper class for sending BodyBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BodyFoetal">
            <summary>
            Gets a BodyFoetal Helper class for sending BodyFoetal <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BodyRollUp">
            <summary>
            Gets a BodyRollUp Helper class for sending BodyRollUp <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BodyWrithe">
            <summary>
            Gets a BodyWrithe Helper class for sending BodyWrithe <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.BraceForImpact">
            <summary>
            Gets a BraceForImpact Helper class for sending BraceForImpact <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Buoyancy">
            <summary>
            Gets a Buoyancy Helper class for sending Buoyancy <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Simple buoyancy model.  No character movement just fluid forces/torques added to parts.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.CatchFall">
            <summary>
            Gets a CatchFall Helper class for sending CatchFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Electrocute">
            <summary>
            Gets a Electrocute Helper class for sending Electrocute <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.FallOverWall">
            <summary>
            Gets a FallOverWall Helper class for sending FallOverWall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Grab">
            <summary>
            Gets a Grab Helper class for sending Grab <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HeadLook">
            <summary>
            Gets a HeadLook Helper class for sending HeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.HighFall">
            <summary>
            Gets a HighFall Helper class for sending HighFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.IncomingTransforms">
            <summary>
            Gets a IncomingTransforms Helper class for sending IncomingTransforms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.InjuredOnGround">
            <summary>
            Gets a InjuredOnGround Helper class for sending InjuredOnGround <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            InjuredOnGround
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Carried">
            <summary>
            Gets a Carried Helper class for sending Carried <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Carried
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Dangle">
            <summary>
            Gets a Dangle Helper class for sending Dangle <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Dangle
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.OnFire">
            <summary>
            Gets a OnFire Helper class for sending OnFire <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.PedalLegs">
            <summary>
            Gets a PedalLegs Helper class for sending PedalLegs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.PointArm">
            <summary>
            Gets a PointArm Helper class for sending PointArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm)
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.PointGun">
            <summary>
            Gets a PointGun Helper class for sending PointGun <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.PointGunExtra">
            <summary>
            Gets a PointGunExtra Helper class for sending PointGunExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.RollDownStairs">
            <summary>
            Gets a RollDownStairs Helper class for sending RollDownStairs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Shot">
            <summary>
            Gets a Shot Helper class for sending Shot <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotNewBullet">
            <summary>
            Gets a ShotNewBullet Helper class for sending ShotNewBullet <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Send new wound information to the shot.  Can cause shot to restart it's performance in part or in whole.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotSnap">
            <summary>
            Gets a ShotSnap Helper class for sending ShotSnap <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotShockSpin">
            <summary>
            Gets a ShotShockSpin Helper class for sending ShotShockSpin <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            configure the shockSpin effect in shot.  Spin/Lift the character using cheat torques/forces
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotFallToKnees">
            <summary>
            Gets a ShotFallToKnees Helper class for sending ShotFallToKnees <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            configure the fall to knees shot.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotFromBehind">
            <summary>
            Gets a ShotFromBehind Helper class for sending ShotFromBehind <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            configure the shot from behind reaction
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotInGuts">
            <summary>
            Gets a ShotInGuts Helper class for sending ShotInGuts <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            configure the shot in guts reaction
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotHeadLook">
            <summary>
            Gets a ShotHeadLook Helper class for sending ShotHeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.ShotConfigureArms">
            <summary>
            Gets a ShotConfigureArms Helper class for sending ShotConfigureArms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            configure the arm reactions in shot
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.SmartFall">
            <summary>
            Gets a SmartFall Helper class for sending SmartFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <remarks>
            Clone of High Fall with a wider range of operating conditions.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.StaggerFall">
            <summary>
            Gets a StaggerFall Helper class for sending StaggerFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Teeter">
            <summary>
            Gets a Teeter Helper class for sending Teeter <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.UpperBodyFlinch">
            <summary>
            Gets a UpperBodyFlinch Helper class for sending UpperBodyFlinch <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.Euphoria.Yanked">
            <summary>
            Gets a Yanked Helper class for sending Yanked <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.Message">
            <summary>
            A Base class for manually building a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.#ctor(System.String)">
            <summary>
            Creates a class to manually build <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/>s that can be sent to any <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
            <param name="message">The name of the natual motion message.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.Abort(CitizenFX.FiveM.Ped)">
            <summary>
            Stops this Natural Motion behavious on the given <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Abort <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SendTo(CitizenFX.FiveM.Ped)">
            <summary>
            Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.FiveM.Ped"/> that will loop until manually aborted
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SendTo(CitizenFX.FiveM.Ped,System.Int32)">
            <summary>
            Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.FiveM.Ped"/> for a specified duration.
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <param name="duration">How long to apply the behaviour for (-1 for looped).</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SetArgument(System.String,System.Boolean)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Boolean"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SetArgument(System.String,System.Int32)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Int32"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SetArgument(System.String,System.Single)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Single"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SetArgument(System.String,System.String)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.String"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.SetArgument(System.String,CitizenFX.Core.Vector3)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:CitizenFX.Core.Vector3"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.Message.ResetArguments">
            <summary>
            Resets all arguments to their default value's
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.CustomHelper">
            <summary>
            A Helper class for building a <seealso cref="T:CitizenFX.FiveM.NaturalMotion.Message" /> and sending it to a given <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.#ctor(CitizenFX.FiveM.Ped,System.String)">
            <summary>
            Creates a Helper class for building Natural Motion messages to send to a given <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <param name="target">The <see cref="T:CitizenFX.FiveM.Ped"/> that the message will be applied to.</param>
            <param name="message">The name of the natual motion message.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.Start">
            <summary>
            Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.FiveM.Ped"/> that will loop until manually aborted
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.Start(System.Int32)">
            <summary>
            Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.FiveM.Ped"/> for a specified duration.
            </summary>
            <param name="duration">How long to apply the behaviour for (-1 for looped).</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.Stop">
            <summary>
            Stops this Natural Motion behavious on the <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.SetArgument(System.String,System.Boolean)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Boolean"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.SetArgument(System.String,System.Int32)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Int32"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.SetArgument(System.String,System.Single)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.Single"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.SetArgument(System.String,System.String)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:System.String"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.SetArgument(System.String,CitizenFX.Core.Vector3)">
            <summary>
            Sets a <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> argument to a <see cref="T:CitizenFX.Core.Vector3"/> value
            </summary>
            <param name="argName">The argument name.</param>
            <param name="value">The value to set the argument to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CustomHelper.ResetArguments">
            <summary>
            Resets all arguments to their default value's
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ActivePoseHelper for sending a ActivePose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ActivePose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper.UseGravityCompensation">
            <summary>
            Sets the UseGravityCompensation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper"/>.
            Apply gravity compensation as well?.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper.AnimSource">
            <summary>
            Sets the AnimSource setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ActivePoseHelper"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ApplyImpulseHelper for sending a ApplyImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ApplyImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.EqualizeAmount">
            <summary>
            Sets the EqualizeAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            0 means straight impulse, 1 means multiply by the mass (change in velocity).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.PartIndex">
            <summary>
            Sets the PartIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            index of part being hit. -1 apply impulse to COM.
            </summary>
            <remarks>
            Default value = 0.
            Min value = -1.
            Max value = 28.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.Impulse">
            <summary>
            Sets the Impulse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            impulse vector (impulse is change in momentum).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -4500.0f.
            Max value = 4500.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.HitPoint">
            <summary>
            Sets the HitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            optional point on part where hit.  If not supplied then the impulse is applied at the part centre.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.LocalHitPointInfo">
            <summary>
            Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            hitPoint in local coordinates of bodyPart.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.LocalImpulseInfo">
            <summary>
            Sets the LocalImpulseInfo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            impulse in local coordinates of bodyPart.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper.AngularImpulse">
            <summary>
            Sets the AngularImpulse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyImpulseHelper"/>.
            impulse should be considered an angular impulse.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ApplyBulletImpulseHelper for sending a ApplyBulletImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ApplyBulletImpulse <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.EqualizeAmount">
            <summary>
            Sets the EqualizeAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            0 means straight impulse, 1 means multiply by the mass (change in velocity).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.PartIndex">
            <summary>
            Sets the PartIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            index of part being hit.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 28.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.Impulse">
            <summary>
            Sets the Impulse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            impulse vector (impulse is change in momentum).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1000.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.HitPoint">
            <summary>
            Sets the HitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            optional point on part where hit.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.LocalHitPointInfo">
            <summary>
            Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            true = hitPoint is in local coordinates of bodyPart, false = hitpoint is in world coordinates.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper.ExtraShare">
            <summary>
            Sets the ExtraShare setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ApplyBulletImpulseHelper"/>.
            if not 0.0 then have an extra bullet applied to spine0 (approximates the COM).  Uses setup from configureBulletsExtra.  0-1 shared 0.0 = no extra bullet, 0.5 = impulse split equally between extra and bullet,  1.0 only extra bullet.  LT 0.0 then bullet + scaled extra bullet.  Eg.-0.5 = bullet + 0.5 impulse extra bullet.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -2.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper">
            <summary>
            Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BodyRelaxHelper for sending a BodyRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BodyRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.Relaxation">
            <summary>
            Sets the Relaxation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper"/>.
            How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.HoldPose">
            <summary>
            Sets the HoldPose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper"/>.
            automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper.DisableJointDriving">
            <summary>
            Sets the DisableJointDriving setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRelaxHelper"/>.
            sets the drive state to free - this reduces drifting on the ground.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper">
            <summary>
            This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepHeight">
            <summary>
            Sets the StepHeight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            maximum height that character steps vertically (above 0.2 is high...but ok for say underwater).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 0.4f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepHeightInc4Step">
            <summary>
            Sets the StepHeightInc4Step setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            added to stepHeight if going up steps.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 0.4f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LegsApartRestep">
            <summary>
            Sets the LegsApartRestep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            if the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LegsTogetherRestep">
            <summary>
            Sets the LegsTogetherRestep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step.  A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LegsApartMax">
            <summary>
            Sets the LegsApartMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart.  Needs to be less than legsApartRestep to see any effect.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.TaperKneeStrength">
            <summary>
            Sets the TaperKneeStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            does the knee strength reduce with angle.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LegStiffness">
            <summary>
            Sets the LegStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            stiffness of legs.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LeftLegSwingDamping">
            <summary>
            Sets the LeftLegSwingDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.2f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.RightLegSwingDamping">
            <summary>
            Sets the RightLegSwingDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.2f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.OpposeGravityLegs">
            <summary>
            Sets the OpposeGravityLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Gravity opposition applied to hips and knees.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.OpposeGravityAnkles">
            <summary>
            Sets the OpposeGravityAnkles setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Gravity opposition applied to ankles.  General balancer likes 1.0.  StaggerFall likes 0.1.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LeanAcc">
            <summary>
            Sets the LeanAcc setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Multiplier on the floorAcceleration added to the lean.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.HipLeanAcc">
            <summary>
            Sets the HipLeanAcc setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Multiplier on the floorAcceleration added to the leanHips.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LeanAccMax">
            <summary>
            Sets the LeanAccMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Max floorAcceleration allowed for lean and leanHips.
            </summary>
            <remarks>
            Default value = 5.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ResistAcc">
            <summary>
            Sets the ResistAcc setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ResistAccMax">
            <summary>
            Sets the ResistAccMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Max floorAcceleration allowed for anti-Acceleration. If  GT 20.0 then it is probably in a crash.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FootSlipCompOnMovingFloor">
            <summary>
            Sets the FootSlipCompOnMovingFloor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet.  If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AnkleEquilibrium">
            <summary>
            Sets the AnkleEquilibrium setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            ankle equilibrium angle used when static balancing.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ExtraFeetApart">
            <summary>
            Sets the ExtraFeetApart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            additional feet apart setting.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.DontStepTime">
            <summary>
            Sets the DontStepTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            amount of time at the start of a balance before the character is allowed to start stepping.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThreshold">
            <summary>
            Sets the BalanceAbortThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            when the character gives up and goes into a fall.  Larger values mean that the balancer can lean more before failing.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.GiveUpHeight">
            <summary>
            Sets the GiveUpHeight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            height between lowest foot and COM below which balancer will give up.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepClampScale">
            <summary>
            Sets the StepClampScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepClampScaleVariance">
            <summary>
            Sets the StepClampScaleVariance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Variance in clamp scale every step. if negative only takes away from clampScale.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.PredictionTimeHip">
            <summary>
            Sets the PredictionTimeHip setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            amount of time (seconds) into the future that the character tries to move hip to (kind of).  Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.PredictionTime">
            <summary>
            Sets the PredictionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.PredictionTimeVariance">
            <summary>
            Sets the PredictionTimeVariance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Variance in predictionTime every step. if negative only takes away from predictionTime.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.MaxSteps">
            <summary>
            Sets the MaxSteps setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Maximum number of steps that the balancer will take.
            </summary>
            <remarks>
            Default value = 100.
            Min value = 1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.MaxBalanceTime">
            <summary>
            Sets the MaxBalanceTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Maximum time(seconds) that the balancer will balance for.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ExtraSteps">
            <summary>
            Sets the ExtraSteps setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default).
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ExtraTime">
            <summary>
            Sets the ExtraTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Allow the balancer to balance for this many more seconds before hitting maxBalanceTime.  If negative nothing happens(safe default).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FallType">
            <summary>
            Sets the FallType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            How to fall after maxSteps or maxBalanceTime.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.FallType.RampDownStiffness"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.FallType.Slump"/> BCR has to be active.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FallMult">
            <summary>
            Sets the FallMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FallReduceGravityComp">
            <summary>
            Sets the FallReduceGravityComp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Reduce gravity compensation as the legs weaken on falling.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.RampHipPitchOnFail">
            <summary>
            Sets the RampHipPitchOnFail setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            bend over when falling after maxBalanceTime.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StableLinSpeedThresh">
            <summary>
            Sets the StableLinSpeedThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Linear speed threshold for successful balance.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StableRotSpeedThresh">
            <summary>
            Sets the StableRotSpeedThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Rotational speed threshold for successful balance.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FailMustCollide">
            <summary>
            Sets the FailMustCollide setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            The upper body of the character must be colliding and other failure conditions met to fail.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.IgnoreFailure">
            <summary>
            Sets the IgnoreFailure setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Ignore maxSteps and maxBalanceTime and try to balance forever.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.ChangeStepTime">
            <summary>
            Sets the ChangeStepTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            time not in contact (airborne) before step is changed. If -ve don't change step.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.BalanceIndefinitely">
            <summary>
            Sets the BalanceIndefinitely setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Ignore maxSteps and maxBalanceTime and try to balance forever.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.MovingFloor">
            <summary>
            Sets the MovingFloor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AirborneStep">
            <summary>
            Sets the AirborneStep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            when airborne try to step.  Set to false for e.g. shotGun reaction.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.UseComDirTurnVelThresh">
            <summary>
            Sets the UseComDirTurnVelThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.MinKneeAngle">
            <summary>
            Sets the MinKneeAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Minimum knee angle (-ve value will mean this functionality is not applied).  0.4 seems a good value.
            </summary>
            <remarks>
            Default value = -0.5f.
            Min value = -0.5f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FlatterSwingFeet">
            <summary>
            Sets the FlatterSwingFeet setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FlatterStaticFeet">
            <summary>
            Sets the FlatterStaticFeet setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AvoidLeg">
            <summary>
            Sets the AvoidLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AvoidFootWidth">
            <summary>
            Sets the AvoidFootWidth setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. avoidFootWidth = how much inwards from the ankle this line is in (m).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AvoidFeedback">
            <summary>
            Sets the AvoidFeedback setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line.  avoidFeedback = how much of the actual crossing of that line is fedback as an error.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LeanAgainstVelocity">
            <summary>
            Sets the LeanAgainstVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepDecisionThreshold">
            <summary>
            Sets the StepDecisionThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StepIfInSupport">
            <summary>
            Sets the StepIfInSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            The balancer sometimes decides to step even if balanced.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.AlwaysStepWithFarthest">
            <summary>
            Sets the AlwaysStepWithFarthest setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.StandUp">
            <summary>
            Sets the StandUp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            standup more with increased velocity.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.DepthFudge">
            <summary>
            Sets the DepthFudge setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.DepthFudgeStagger">
            <summary>
            Sets the DepthFudgeStagger setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FootFriction">
            <summary>
            Sets the FootFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Foot friction multiplier is multiplied by this amount if balancer is running.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.FootFrictionStagger">
            <summary>
            Sets the FootFrictionStagger setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Foot friction multiplier is multiplied by this amount if staggerFall is running.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.BackwardsLeanCutoff">
            <summary>
            Sets the BackwardsLeanCutoff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal.  0.6 is a sensible value.  NB: the balancer does not fail in order to give stagger that extra step as it falls.  A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces.
            </summary>
            <remarks>
            Default value = 1.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.GiveUpHeightEnd">
            <summary>
            Sets the GiveUpHeightEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            if this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThresholdEnd">
            <summary>
            Sets the BalanceAbortThresholdEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            if this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.GiveUpRampDuration">
            <summary>
            Sets the GiveUpRampDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            duration of ramp from start of behaviour for above two parameters. If smaller than 0, no ramp is applied.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper.LeanToAbort">
            <summary>
            Sets the LeanToAbort setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceHelper"/>.
            lean at which to send abort message when maxSteps or maxBalanceTime is reached.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceResetHelper">
            <summary>
            reset the values configurable by the Configure Balance message to their defaults.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureBalanceResetHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureBalanceResetHelper for sending a ConfigureBalanceReset <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureBalanceReset <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            reset the values configurable by the Configure Balance message to their defaults.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper">
            <summary>
            this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureSelfAvoidanceHelper for sending a ConfigureSelfAvoidance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureSelfAvoidance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.UseSelfAvoidance">
            <summary>
            Sets the UseSelfAvoidance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Enable or disable self avoidance tech.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.OverwriteDragReduction">
            <summary>
            Sets the OverwriteDragReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Specify whether self avoidance tech should use original IK input target or the target that has been already modified by getStabilisedPos() tech i.e. function that compensates for rotational and linear velocity of shoulder/thigh.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.TorsoSwingFraction">
            <summary>
            Sets the TorsoSwingFraction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1].
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.MaxTorsoSwingAngleRad">
            <summary>
            Sets the MaxTorsoSwingAngleRad setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Max value on the effector (wrist) to adjusted target offset.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.6f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.SelfAvoidIfInSpineBoundsOnly">
            <summary>
            Sets the SelfAvoidIfInSpineBoundsOnly setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Restrict self avoidance to operate on targets that are within character torso bounds only.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.SelfAvoidAmount">
            <summary>
            Sets the SelfAvoidAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Amount of self avoidance offset applied when angle from effector (wrist) to target is greater then right angle i.e. when total offset is a blend between where effector currently is to value that is a product of total arm length and selfAvoidAmount. SelfAvoidAmount is in a range between [0, 1].
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.OverwriteTwist">
            <summary>
            Sets the OverwriteTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Overwrite desired IK twist with self avoidance procedural twist.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.UsePolarPathAlgorithm">
            <summary>
            Sets the UsePolarPathAlgorithm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper.Radius">
            <summary>
            Sets the Radius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
            Self avoidance radius, measured out from the spine axis along the plane perpendicular to that axis. The closer is the proximity of reaching target to that radius, the more polar (curved) motion is used for offsetting the target. WARNING: Parameter only used by the alternative algorithm that is based on linear and polar target blending.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureBullets <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseSpreadOverParts">
            <summary>
            Sets the ImpulseSpreadOverParts setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            spreads impulse across parts. currently only for spine parts, not limbs.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseLeakageStrengthScaled">
            <summary>
            Sets the ImpulseLeakageStrengthScaled setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            for weaker characters subsequent impulses remain strong.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulsePeriod">
            <summary>
            Sets the ImpulsePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            duration that impulse is spread over (triangular shaped).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseTorqueScale">
            <summary>
            Sets the ImpulseTorqueScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque.  This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.LoosenessFix">
            <summary>
            Sets the LoosenessFix setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseDelay">
            <summary>
            Sets the ImpulseDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            time from hit before impulses are being applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseReductionPerShot">
            <summary>
            Sets the ImpulseReductionPerShot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            by how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseRecovery">
            <summary>
            Sets the ImpulseRecovery setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            recovery rate of impulse strength per second (impulse strength from 0.0:1.0).  At 60fps a impulseRecovery=60.0 will recover in 1 frame.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 60.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseMinLeakage">
            <summary>
            Sets the ImpulseMinLeakage setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            the minimum amount of impulse leakage allowed.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueMode">
            <summary>
            Sets the TorqueMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Disabled"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Proportional"/> - proportional to character strength, can reduce impulse amount.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Additive"/> - no reduction of impulse and not proportional to character strength.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueSpinMode">
            <summary>
            Sets the TorqueSpinMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueSpinMode.FromImpulse"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueSpinMode.Flipping"/> a burst effect is achieved.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueFilterMode">
            <summary>
            Sets the TorqueFilterMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueFilterMode.ApplyEveryBullet"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueAlwaysSpine3">
            <summary>
            Sets the TorqueAlwaysSpine3 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            always apply torques to spine3 instead of actual part hit.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueDelay">
            <summary>
            Sets the TorqueDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            time from hit before torques are being applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorquePeriod">
            <summary>
            Sets the TorquePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            duration of torque.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueGain">
            <summary>
            Sets the TorqueGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            multiplies impulse magnitude to arrive at torque that is applied.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueCutoff">
            <summary>
            Sets the TorqueCutoff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.TorqueReductionPerTick">
            <summary>
            Sets the TorqueReductionPerTick setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.LiftGain">
            <summary>
            Sets the LiftGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount of lift (directly multiplies torque axis to give lift force).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.CounterImpulseDelay">
            <summary>
            Sets the CounterImpulseDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            time after impulse is applied that counter impulse is applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.CounterImpulseMag">
            <summary>
            Sets the CounterImpulseMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount of the original impulse that is countered.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.CounterAfterMagReached">
            <summary>
            Sets the CounterAfterMagReached setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.DoCounterImpulse">
            <summary>
            Sets the DoCounterImpulse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            add a counter impulse to the pelvis.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.CounterImpulse2Hips">
            <summary>
            Sets the CounterImpulse2Hips setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount of the counter impulse applied to hips - the rest is applied to the part originally hit.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseNoBalMult">
            <summary>
            Sets the ImpulseNoBalMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount to scale impulse by if the dynamicBalance is not OK.  1.0 means this functionality is not applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabStart">
            <summary>
            Sets the ImpulseBalStabStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabEnd">
            <summary>
            Sets the ImpulseBalStabEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabMult">
            <summary>
            Sets the ImpulseBalStabMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngStart">
            <summary>
            Sets the ImpulseSpineAngStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngEnd">
            <summary>
            Sets the ImpulseSpineAngEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngMult">
            <summary>
            Sets the ImpulseSpineAngMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseVelStart">
            <summary>
            Sets the ImpulseVelStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseVelEnd">
            <summary>
            Sets the ImpulseVelEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseVelMult">
            <summary>
            Sets the ImpulseVelMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMult">
            <summary>
            Sets the ImpulseAirMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMultStart">
            <summary>
            Sets the ImpulseAirMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if impulse is above this value scale it by impulseAirMult.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMax">
            <summary>
            Sets the ImpulseAirMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount to clamp impulse to if character is airborne  and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseAirApplyAbove">
            <summary>
            Sets the ImpulseAirApplyAbove setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
            </summary>
            <remarks>
            Default value = 399.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseAirOn">
            <summary>
            Sets the ImpulseAirOn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMult">
            <summary>
            Sets the ImpulseOneLegMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMultStart">
            <summary>
            Sets the ImpulseOneLegMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if impulse is above this value scale it by impulseOneLegMult.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMax">
            <summary>
            Sets the ImpulseOneLegMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            amount to clamp impulse to if character is contacting with one foot only  and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegApplyAbove">
            <summary>
            Sets the ImpulseOneLegApplyAbove setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
            </summary>
            <remarks>
            Default value = 399.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegOn">
            <summary>
            Sets the ImpulseOneLegOn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbRatio">
            <summary>
            Sets the RbRatio setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbLowerShare">
            <summary>
            Sets the RbLowerShare setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass.  i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMoment">
            <summary>
            Sets the RbMoment setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArm">
            <summary>
            Sets the RbMaxTwistMomentArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArm">
            <summary>
            Sets the RbMaxBroomMomentArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbRatioAirborne">
            <summary>
            Sets the RbRatioAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMomentAirborne">
            <summary>
            Sets the RbMomentAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArmAirborne">
            <summary>
            Sets the RbMaxTwistMomentArmAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if Airborne: Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArmAirborne">
            <summary>
            Sets the RbMaxBroomMomentArmAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbRatioOneLeg">
            <summary>
            Sets the RbRatioOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMomentOneLeg">
            <summary>
            Sets the RbMomentOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArmOneLeg">
            <summary>
            Sets the RbMaxTwistMomentArmOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if only one leg in contact: Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArmOneLeg">
            <summary>
            Sets the RbMaxBroomMomentArmOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbTwistAxis">
            <summary>
            Sets the RbTwistAxis setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.RbTwistAxis.WorldUp"/>.
            </remarks>.
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper.RbPivot">
            <summary>
            Sets the RbPivot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsHelper"/>.
            if false pivot around COM always, if true change pivot depending on foot contact:  to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureBulletsExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpreadOverParts">
            <summary>
            Sets the ImpulseSpreadOverParts setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            spreads impulse across parts. currently only for spine parts, not limbs.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulsePeriod">
            <summary>
            Sets the ImpulsePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            duration that impulse is spread over (triangular shaped).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseTorqueScale">
            <summary>
            Sets the ImpulseTorqueScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque.  This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.LoosenessFix">
            <summary>
            Sets the LoosenessFix setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseDelay">
            <summary>
            Sets the ImpulseDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            time from hit before impulses are being applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueMode">
            <summary>
            Sets the TorqueMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Disabled"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Proportional"/> - proportional to character strength, can reduce impulse amount.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueMode.Additive"/> - no reduction of impulse and not proportional to character strength.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueSpinMode">
            <summary>
            Sets the TorqueSpinMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueSpinMode.FromImpulse"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueSpinMode.Flipping"/> a burst effect is achieved.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueFilterMode">
            <summary>
            Sets the TorqueFilterMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TorqueFilterMode.ApplyEveryBullet"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueAlwaysSpine3">
            <summary>
            Sets the TorqueAlwaysSpine3 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            always apply torques to spine3 instead of actual part hit.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueDelay">
            <summary>
            Sets the TorqueDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            time from hit before torques are being applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorquePeriod">
            <summary>
            Sets the TorquePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            duration of torque.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueGain">
            <summary>
            Sets the TorqueGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            multiplies impulse magnitude to arrive at torque that is applied.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueCutoff">
            <summary>
            Sets the TorqueCutoff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.TorqueReductionPerTick">
            <summary>
            Sets the TorqueReductionPerTick setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.LiftGain">
            <summary>
            Sets the LiftGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount of lift (directly multiplies torque axis to give lift force).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseDelay">
            <summary>
            Sets the CounterImpulseDelay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            time after impulse is applied that counter impulse is applied.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseMag">
            <summary>
            Sets the CounterImpulseMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount of the original impulse that is countered.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.CounterAfterMagReached">
            <summary>
            Sets the CounterAfterMagReached setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.DoCounterImpulse">
            <summary>
            Sets the DoCounterImpulse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            add a counter impulse to the pelvis.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulse2Hips">
            <summary>
            Sets the CounterImpulse2Hips setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount of the counter impulse applied to hips - the rest is applied to the part originally hit.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseNoBalMult">
            <summary>
            Sets the ImpulseNoBalMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount to scale impulse by if the dynamicBalance is not OK.  1.0 means this functionality is not applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabStart">
            <summary>
            Sets the ImpulseBalStabStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabEnd">
            <summary>
            Sets the ImpulseBalStabEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabMult">
            <summary>
            Sets the ImpulseBalStabMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngStart">
            <summary>
            Sets the ImpulseSpineAngStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngEnd">
            <summary>
            Sets the ImpulseSpineAngEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngMult">
            <summary>
            Sets the ImpulseSpineAngMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelStart">
            <summary>
            Sets the ImpulseVelStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelEnd">
            <summary>
            Sets the ImpulseVelEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelMult">
            <summary>
            Sets the ImpulseVelMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMult">
            <summary>
            Sets the ImpulseAirMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMultStart">
            <summary>
            Sets the ImpulseAirMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if impulse is above this value scale it by impulseAirMult.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMax">
            <summary>
            Sets the ImpulseAirMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount to clamp impulse to if character is airborne  and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirApplyAbove">
            <summary>
            Sets the ImpulseAirApplyAbove setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
            </summary>
            <remarks>
            Default value = 399.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirOn">
            <summary>
            Sets the ImpulseAirOn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMult">
            <summary>
            Sets the ImpulseOneLegMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMultStart">
            <summary>
            Sets the ImpulseOneLegMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if impulse is above this value scale it by impulseOneLegMult.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMax">
            <summary>
            Sets the ImpulseOneLegMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            amount to clamp impulse to if character is contacting with one foot only  and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegApplyAbove">
            <summary>
            Sets the ImpulseOneLegApplyAbove setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
            </summary>
            <remarks>
            Default value = 399.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegOn">
            <summary>
            Sets the ImpulseOneLegOn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbRatio">
            <summary>
            Sets the RbRatio setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbLowerShare">
            <summary>
            Sets the RbLowerShare setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass.  i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMoment">
            <summary>
            Sets the RbMoment setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArm">
            <summary>
            Sets the RbMaxTwistMomentArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArm">
            <summary>
            Sets the RbMaxBroomMomentArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioAirborne">
            <summary>
            Sets the RbRatioAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentAirborne">
            <summary>
            Sets the RbMomentAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmAirborne">
            <summary>
            Sets the RbMaxTwistMomentArmAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if Airborne: Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmAirborne">
            <summary>
            Sets the RbMaxBroomMomentArmAirborne setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioOneLeg">
            <summary>
            Sets the RbRatioOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentOneLeg">
            <summary>
            Sets the RbMomentOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmOneLeg">
            <summary>
            Sets the RbMaxTwistMomentArmOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if only one leg in contact: Maximum twist arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmOneLeg">
            <summary>
            Sets the RbMaxBroomMomentArmOneLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbTwistAxis">
            <summary>
            Sets the RbTwistAxis setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.RbTwistAxis.WorldUp"/>.
            </remarks>.
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper.RbPivot">
            <summary>
            Sets the RbPivot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureBulletsExtraHelper"/>.
            if false pivot around COM always, if true change pivot depending on foot contact:  to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper">
            <summary>
            Enable/disable/edit character limits in real time.  This adjusts limits in RAGE-native space and will *not* reorient the joint.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureLimitsHelper for sending a ConfigureLimits <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureLimits <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Enable/disable/edit character limits in real time.  This adjusts limits in RAGE-native space and will *not* reorient the joint.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  for joint limits to configure. Ignored if index != -1.
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Enable">
            <summary>
            Sets the Enable setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            If false, disable (set all to PI, -PI) limits.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.ToDesired">
            <summary>
            Sets the ToDesired setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            If true, set limits to accommodate current desired angles.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Restore">
            <summary>
            Sets the Restore setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            Return to cached defaults?.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.ToCurAnimation">
            <summary>
            Sets the ToCurAnimation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            If true, set limits to the current animated limits.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Index">
            <summary>
            Sets the Index setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            Index of effector to configure.  Set to -1 to use mask.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Lean1">
            <summary>
            Sets the Lean1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native.
            </summary>
            <remarks>
            Default value = 1.6f.
            Min value = 0.0f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Lean2">
            <summary>
            Sets the Lean2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            </summary>
            <remarks>
            Default value = 1.6f.
            Min value = 0.0f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Twist">
            <summary>
            Sets the Twist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            </summary>
            <remarks>
            Default value = 1.6f.
            Min value = 0.0f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper.Margin">
            <summary>
            Sets the Margin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureLimitsHelper"/>.
            Joint limit margin to add to current animation limits when using those to set runtime limits.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureSoftLimitHelper for sending a ConfigureSoftLimit <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureSoftLimit <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.Index">
            <summary>
            Sets the Index setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Select limb that the soft limit is going to be applied to.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 0.0f.
            Max value = 30.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Damping of the soft limit. Parameter is used to calculate damper term that contributes to the desired acceleration. To have the system critically dampened set it to 1.0.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.9f.
            Max value = 1.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.LimitAngle">
            <summary>
            Sets the LimitAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Soft limit angle. Positive angle in RAD, measured relatively either from hard limit maxAngle (approach direction = -1) or minAngle (approach direction = 1). This angle will be clamped if outside the joint hard limit range.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 6.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.ApproachDirection">
            <summary>
            Sets the ApproachDirection setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Limit angle can be measured relatively to joints hard limit minAngle or maxAngle. Set approachDirection to +1 to measure soft limit angle relatively to hard limit minAngle that corresponds to the maximum stretch of the elbow. Set it to -1 to measure soft limit angle relatively to hard limit maxAngle that corresponds to the maximum stretch of the knee.
            </summary>
            <remarks>
            Default value = 1.
            Min value = -1.
            Max value = 1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper.VelocityScaled">
            <summary>
            Sets the VelocityScaled setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureSoftLimitHelper"/>.
            Scale stiffness based on character angular velocity.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper">
            <summary>
            This single message allows you to configure the injured arm reaction during shot.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureShotInjuredArmHelper for sending a ConfigureShotInjuredArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureShotInjuredArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            This single message allows you to configure the injured arm reaction during shot.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.InjuredArmTime">
            <summary>
            Sets the InjuredArmTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            length of the reaction.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.HipYaw">
            <summary>
            Sets the HipYaw setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Amount of hip twist.  (Negative values twist into bullet direction - probably not what is wanted).
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.HipRoll">
            <summary>
            Sets the HipRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Amount of hip roll.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.ForceStepExtraHeight">
            <summary>
            Sets the ForceStepExtraHeight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Additional height added to stepping foot.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 0.7f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.ForceStep">
            <summary>
            Sets the ForceStep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            force a step to be taken whether pushed out of balance or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.StepTurn">
            <summary>
            Sets the StepTurn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            turn the character using the balancer.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.VelMultiplierStart">
            <summary>
            Sets the VelMultiplierStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Start velocity where parameters begin to be ramped down to zero linearly.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.VelMultiplierEnd">
            <summary>
            Sets the VelMultiplierEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            End velocity of ramp where parameters are scaled to zero.
            </summary>
            <remarks>
            Default value = 5.0f.
            Min value = 1.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.VelForceStep">
            <summary>
            Sets the VelForceStep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Velocity above which a step is not forced.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.VelStepTurn">
            <summary>
            Sets the VelStepTurn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Velocity above which a stepTurn is not asked for.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper.VelScales">
            <summary>
            Sets the VelScales setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
            Use the velocity scaling parameters.  Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper">
            <summary>
            This single message allows you to configure the injured leg reaction during shot.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureShotInjuredLegHelper for sending a ConfigureShotInjuredLeg <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureShotInjuredLeg <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            This single message allows you to configure the injured leg reaction during shot.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.TimeBeforeCollapseWoundLeg">
            <summary>
            Sets the TimeBeforeCollapseWoundLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            time before a wounded leg is set to be weak and cause the character to collapse.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryTime">
            <summary>
            Sets the LegInjuryTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg inury duration (reaction to being shot in leg).
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegForceStep">
            <summary>
            Sets the LegForceStep setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            force a step to be taken whether pushed out of balance or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegLimpBend">
            <summary>
            Sets the LegLimpBend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegLiftTime">
            <summary>
            Sets the LegLiftTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg lift duration (reaction to being shot in leg) (lifting happens when not stepping with other leg).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjury">
            <summary>
            Sets the LegInjury setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg injury - leg strength is reduced.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryHipPitch">
            <summary>
            Sets the LegInjuryHipPitch setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg injury bend forwards amount when not lifting leg.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryLiftHipPitch">
            <summary>
            Sets the LegInjuryLiftHipPitch setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjurySpineBend">
            <summary>
            Sets the LegInjurySpineBend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg injury bend forwards amount when not lifting leg.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryLiftSpineBend">
            <summary>
            Sets the LegInjuryLiftSpineBend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
            Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the DefineAttachedObjectHelper for sending a DefineAttachedObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the DefineAttachedObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper.PartIndex">
            <summary>
            Sets the PartIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper"/>.
            index of part to attach to.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper.ObjectMass">
            <summary>
            Sets the ObjectMass setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper"/>.
            mass of the attached object.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper.WorldPos">
            <summary>
            Sets the WorldPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.DefineAttachedObjectHelper"/>.
            world position of attached object's centre of mass. must be updated each frame.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper">
            <summary>
            Apply an impulse to a named body part.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ForceToBodyPartHelper for sending a ForceToBodyPart <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ForceToBodyPart <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Apply an impulse to a named body part.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper.PartIndex">
            <summary>
            Sets the PartIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper"/>.
            part or link or bound index.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 28.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper.Force">
            <summary>
            Sets the Force setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper"/>.
            force to apply.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, -50.0f, 0.0f).
            Min value = -100000.0f.
            Max value = 100000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper.ForceDefinedInPartSpace">
            <summary>
            Sets the ForceDefinedInPartSpace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceToBodyPartHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.LeanInDirectionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the LeanInDirectionHelper for sending a LeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the LeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanInDirectionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanInDirectionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanInDirectionHelper.Dir">
            <summary>
            Sets the Dir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanInDirectionHelper"/>.
            direction to lean in.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the LeanRandomHelper for sending a LeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the LeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper.LeanAmountMin">
            <summary>
            Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper"/>.
            minimum amount of lean.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper.LeanAmountMax">
            <summary>
            Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper"/>.
            maximum amount of lean.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper.ChangeTimeMin">
            <summary>
            Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper"/>.
            min time until changing direction.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper.ChangeTimeMax">
            <summary>
            Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanRandomHelper"/>.
            maximum time until changing direction.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.LeanToPositionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the LeanToPositionHelper for sending a LeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the LeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanToPositionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanToPositionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanToPositionHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanToPositionHelper"/>.
            position to head towards.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the LeanTowardsObjectHelper for sending a LeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the LeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper.Offset">
            <summary>
            Sets the Offset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper"/>.
            offset from instance position added when calculating position to lean to.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -100.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper"/>.
            levelIndex of object to lean towards.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper.BoundIndex">
            <summary>
            Sets the BoundIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.LeanTowardsObjectHelper"/>.
            boundIndex of object to lean towards (0 = just use instance coordinates).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HipsLeanInDirectionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HipsLeanInDirectionHelper for sending a HipsLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HipsLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanInDirectionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanInDirectionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanInDirectionHelper.Dir">
            <summary>
            Sets the Dir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanInDirectionHelper"/>.
            direction to lean in.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HipsLeanRandomHelper for sending a HipsLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HipsLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper.LeanAmountMin">
            <summary>
            Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper"/>.
            minimum amount of lean.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper.LeanAmountMax">
            <summary>
            Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper"/>.
            maximum amount of lean.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper.ChangeTimeMin">
            <summary>
            Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper"/>.
            min time until changing direction.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper.ChangeTimeMax">
            <summary>
            Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanRandomHelper"/>.
            maximum time until changing direction.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HipsLeanToPositionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HipsLeanToPositionHelper for sending a HipsLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HipsLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanToPositionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanToPositionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanToPositionHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanToPositionHelper"/>.
            position to head towards.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HipsLeanTowardsObjectHelper for sending a HipsLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HipsLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper.Offset">
            <summary>
            Sets the Offset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
            offset from instance position added when calculating position to lean to.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -100.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
            levelIndex of object to lean hips towards.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper.BoundIndex">
            <summary>
            Sets the BoundIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
            boundIndex of object to lean hips towards (0 = just use instance coordinates).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ForceLeanInDirectionHelper for sending a ForceLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ForceLeanInDirection <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper.Dir">
            <summary>
            Sets the Dir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper"/>.
            direction to lean in.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper.BodyPart">
            <summary>
            Sets the BodyPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanInDirectionHelper"/>.
            body part that the force is applied to.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ForceLeanRandomHelper for sending a ForceLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ForceLeanRandom <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.LeanAmountMin">
            <summary>
            Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper"/>.
            minimum amount of lean.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.LeanAmountMax">
            <summary>
            Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper"/>.
            maximum amount of lean.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.ChangeTimeMin">
            <summary>
            Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper"/>.
            min time until changing direction.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.ChangeTimeMax">
            <summary>
            Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper"/>.
            maximum time until changing direction.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper.BodyPart">
            <summary>
            Sets the BodyPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanRandomHelper"/>.
            body part that the force is applied to.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ForceLeanToPositionHelper for sending a ForceLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ForceLeanToPosition <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper"/>.
            position to head towards.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper.BodyPart">
            <summary>
            Sets the BodyPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanToPositionHelper"/>.
            body part that the force is applied to.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ForceLeanTowardsObjectHelper for sending a ForceLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ForceLeanTowardsObject <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.LeanAmount">
            <summary>
            Sets the LeanAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
            amount of lean, 0 to about 0.5. -ve will move away from the target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.Offset">
            <summary>
            Sets the Offset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
            offset from instance position added when calculating position to lean to.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -100.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
            levelIndex of object to move towards.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.BoundIndex">
            <summary>
            Sets the BoundIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
            boundIndex of object to move towards (0 = just use instance coordinates).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper.BodyPart">
            <summary>
            Sets the BodyPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
            body part that the force is applied to.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper">
            <summary>
            Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetStiffnessHelper for sending a SetStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper"/>.
            stiffness of whole character.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 2.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper"/>.
            damping amount, less is underdamped.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetStiffnessHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper">
            <summary>
            Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetMuscleStiffnessHelper for sending a SetMuscleStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetMuscleStiffness <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper.MuscleStiffness">
            <summary>
            Sets the MuscleStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper"/>.
            muscle stiffness of joint/s.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetMuscleStiffnessHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetWeaponModeHelper">
            <summary>
            Use this message to set the character's weapon mode.  This is an alternativeto the setWeaponMode public function.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetWeaponModeHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetWeaponModeHelper for sending a SetWeaponMode <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetWeaponMode <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Use this message to set the character's weapon mode.  This is an alternativeto the setWeaponMode public function.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetWeaponModeHelper.WeaponMode">
            <summary>
            Sets the WeaponMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetWeaponModeHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.WeaponMode.PistolRight"/>.
            </remarks>.
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper">
            <summary>
            Use this message to register weapon.  This is an alternativeto the registerWeapon public function.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the RegisterWeaponHelper for sending a RegisterWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the RegisterWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Use this message to register weapon.  This is an alternativeto the registerWeapon public function.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.Hand">
            <summary>
            Sets the Hand setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.Hand.Right"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.LevelIndex">
            <summary>
            Sets the LevelIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            Level index of the weapon.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.ConstraintHandle">
            <summary>
            Sets the ConstraintHandle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            pointer to the hand-gun constraint handle.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToHandA">
            <summary>
            Sets the GunToHandA setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            A vector of the gunToHand matrix.  The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one).
            </summary>
            <remarks>
            Default value = Vector3(1.0f, 0.0f, 0.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToHandB">
            <summary>
            Sets the GunToHandB setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            B vector of the gunToHand matrix.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 1.0f, 0.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToHandC">
            <summary>
            Sets the GunToHandC setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            C vector of the gunToHand matrix.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToHandD">
            <summary>
            Sets the GunToHandD setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            D vector of the gunToHand matrix.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToMuzzleInGun">
            <summary>
            Sets the GunToMuzzleInGun setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            Gun centre to muzzle expressed in gun co-ordinates.  To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper.GunToButtInGun">
            <summary>
            Sets the GunToButtInGun setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RegisterWeaponHelper"/>.
            Gun centre to butt expressed in gun co-ordinates.  The gun pivots around this point when aiming.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotRelaxHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotRelaxHelper for sending a ShotRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotRelax <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotRelaxHelper.RelaxPeriodUpper">
            <summary>
            Sets the RelaxPeriodUpper setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotRelaxHelper"/>.
            time over which to relax to full relaxation for upper body.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotRelaxHelper.RelaxPeriodLower">
            <summary>
            Sets the RelaxPeriodLower setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotRelaxHelper"/>.
            time over which to relax to full relaxation for lower body.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper">
            <summary>
            One shot message apply a force to the hand as we fire the gun that should be in this hand.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the FireWeaponHelper for sending a FireWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the FireWeapon <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            One shot message apply a force to the hand as we fire the gun that should be in this hand.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.FiredWeaponStrength">
            <summary>
            Sets the FiredWeaponStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            The force of the gun.
            </summary>
            <remarks>
            Default value = 1000.0f.
            Min value = 0.0f.
            Max value = 10000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.GunHandEnum">
            <summary>
            Sets the GunHandEnum setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            Which hand is the gun in.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.Hand.Left"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.ApplyFireGunForceAtClavicle">
            <summary>
            Sets the ApplyFireGunForceAtClavicle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.InhibitTime">
            <summary>
            Sets the InhibitTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            Minimum time before next fire impulse.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.Direction">
            <summary>
            Sets the Direction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            direction of impulse in gun frame.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper.Split">
            <summary>
            Sets the Split setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FireWeaponHelper"/>.
            Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper">
            <summary>
            One shot to give state of constraints on character and response to constraints.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ConfigureConstraintsHelper for sending a ConfigureConstraints <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ConfigureConstraints <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            One shot to give state of constraints on character and response to constraints.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.HandCuffs">
            <summary>
            Sets the HandCuffs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.HandCuffsBehindBack">
            <summary>
            Sets the HandCuffsBehindBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            not implemented.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.LegCuffs">
            <summary>
            Sets the LegCuffs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            not implemented.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.RightDominant">
            <summary>
            Sets the RightDominant setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.PassiveMode">
            <summary>
            Sets the PassiveMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 5.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.BespokeBehaviour">
            <summary>
            Sets the BespokeBehaviour setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            not implemented.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper.Blend2ZeroPose">
            <summary>
            Sets the Blend2ZeroPose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ConfigureConstraintsHelper"/>.
            Blend Arms to zero pose.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the StayUprightHelper for sending a StayUpright <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the StayUpright <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.UseForces">
            <summary>
            Sets the UseForces setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            enable force based constraint.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.UseTorques">
            <summary>
            Sets the UseTorques setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            enable torque based constraint.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.LastStandMode">
            <summary>
            Sets the LastStandMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            Uses position/orientation control on the spine and drifts in the direction of bullets.  This ignores all other stayUpright settings.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.LastStandSinkRate">
            <summary>
            Sets the LastStandSinkRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            The sink rate (higher for a faster drop).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.LastStandHorizDamping">
            <summary>
            Sets the LastStandHorizDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            Higher values for more damping.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.LastStandMaxTime">
            <summary>
            Sets the LastStandMaxTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            Max time allowed in last stand mode.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TurnTowardsBullets">
            <summary>
            Sets the TurnTowardsBullets setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            Use cheat torques to face the direction of bullets if not facing too far away.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.VelocityBased">
            <summary>
            Sets the VelocityBased setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            make strength of constraint function of COM velocity.  Uses -1 for forceDamping if the damping is positive.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TorqueOnlyInAir">
            <summary>
            Sets the TorqueOnlyInAir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            only apply torque based constraint when airBorne.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceStrength">
            <summary>
            Sets the ForceStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            strength of constraint.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceDamping">
            <summary>
            Sets the ForceDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            damping in constraint: -1 makes it scale automagically with forceStrength.  Other negative values will scale this automagic damping.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 50.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceFeetMult">
            <summary>
            Sets the ForceFeetMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            multiplier to the force applied to the feet.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceSpine3Share">
            <summary>
            Sets the ForceSpine3Share setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            share of pelvis force applied to spine3.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceLeanReduction">
            <summary>
            Sets the ForceLeanReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            how much the character lean is taken into account when reducing the force.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceInAirShare">
            <summary>
            Sets the ForceInAirShare setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            share of the feet force to the airborne foot.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceMin">
            <summary>
            Sets the ForceMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            when min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceMax">
            <summary>
            Sets the ForceMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            see above.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceSaturationVel">
            <summary>
            Sets the ForceSaturationVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength).
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.ForceThresholdVel">
            <summary>
            Sets the ForceThresholdVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            when in velocityBased mode, the COM velocity above which constraint starts applying forces.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TorqueStrength">
            <summary>
            Sets the TorqueStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            strength of torque based constraint.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TorqueDamping">
            <summary>
            Sets the TorqueDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            damping of torque based constraint.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TorqueSaturationVel">
            <summary>
            Sets the TorqueSaturationVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength).
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.TorqueThresholdVel">
            <summary>
            Sets the TorqueThresholdVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            when in velocityBased mode, the COM velocity above which constraint starts applying torques.
            </summary>
            <remarks>
            Default value = 2.5f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.SupportPosition">
            <summary>
            Sets the SupportPosition setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.NoSupportForceMult">
            <summary>
            Sets the NoSupportForceMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.StepUpHelp">
            <summary>
            Sets the StepUpHelp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            strength of cheat force applied upwards to spine3 to help the character up steps/slopes.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.StayUpAcc">
            <summary>
            Sets the StayUpAcc setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            How much the cheat force takes into account the acceleration of moving platforms.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StayUprightHelper.StayUpAccMax">
            <summary>
            Sets the StayUpAccMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StayUprightHelper"/>.
            The maximum floorAcceleration (of a moving platform) that the cheat force takes into account.
            </summary>
            <remarks>
            Default value = 5.0f.
            Min value = 0.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.StopAllBehavioursHelper">
            <summary>
            Send this message to immediately stop all behaviours from executing.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.StopAllBehavioursHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the StopAllBehavioursHelper for sending a StopAllBehaviours <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the StopAllBehaviours <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Send this message to immediately stop all behaviours from executing.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetCharacterStrengthHelper">
            <summary>
            Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1].
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetCharacterStrengthHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetCharacterStrengthHelper for sending a SetCharacterStrength <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetCharacterStrength <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1].
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterStrengthHelper.CharacterStrength">
            <summary>
            Sets the CharacterStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterStrengthHelper"/>.
            strength of character.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetCharacterHealthHelper">
            <summary>
            Sets character's health on the dead-to-alive scale: [0..1].
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetCharacterHealthHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetCharacterHealthHelper for sending a SetCharacterHealth <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetCharacterHealth <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Sets character's health on the dead-to-alive scale: [0..1].
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterHealthHelper.CharacterHealth">
            <summary>
            Sets the CharacterHealth setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterHealthHelper"/>.
            health of character.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper">
            <summary>
            Sets the type of reaction if catchFall is called.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetFallingReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Sets the type of reaction if catchFall is called.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.HandsAndKnees">
            <summary>
            Sets the HandsAndKnees setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.CallRDS">
            <summary>
            Sets the CallRDS setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall.  Was previously only true for handsAndKnees.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.ComVelRDSThresh">
            <summary>
            Sets the ComVelRDSThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            comVel above which rollDownstairs will start - prevents excessive sliding in catchFall.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.ResistRolling">
            <summary>
            Sets the ResistRolling setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling  (rolling motion is set off at a sliding velocity).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.ArmReduceSpeed">
            <summary>
            Sets the ArmReduceSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Strength is reduced in the catchFall when the arms contact the ground.  0.2 is good for handsAndKnees.  2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.
            </summary>
            <remarks>
            Default value = 2.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.ReachLengthMultiplier">
            <summary>
            Sets the ReachLengthMultiplier setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT  where 1.0 means reach length is maximum.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.3f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.InhibitRollingTime">
            <summary>
            Sets the InhibitRollingTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Time after hitting ground that the catchFall can call rds.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.ChangeFrictionTime">
            <summary>
            Sets the ChangeFrictionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.GroundFriction">
            <summary>
            Sets the GroundFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            8.0 was used on yanked) Friction multiplier on bodyParts when on ground.  Character can look too slidy with groundFriction = 1.  Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.FrictionMin">
            <summary>
            Sets the FrictionMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better.  Applied in catchFall and rollUp(rollDownStairs).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.FrictionMax">
            <summary>
            Sets the FrictionMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better.  Applied in catchFall and rollUp(rollDownStairs).
            </summary>
            <remarks>
            Default value = 9999.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.StopOnSlopes">
            <summary>
            Sets the StopOnSlopes setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Apply tactics to help stop on slopes.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.StopManual">
            <summary>
            Sets the StopManual setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Override slope value to manually force stopping on flat ground.  Encourages character to come to rest face down or face up.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.StoppedStrengthDecay">
            <summary>
            Sets the StoppedStrengthDecay setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Speed at which strength reduces when stopped.
            </summary>
            <remarks>
            Default value = 5.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.SpineLean1Offset">
            <summary>
            Sets the SpineLean1Offset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Bias spine post towards hunched (away from arched).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.RiflePose">
            <summary>
            Sets the RiflePose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Hold rifle in a safe position to reduce complications with collision.  Only applied if holding a rifle.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.HkHeadAvoid">
            <summary>
            Sets the HkHeadAvoid setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Enable head ground avoidance when handsAndKnees is true.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.AntiPropClav">
            <summary>
            Sets the AntiPropClav setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.AntiPropWeak">
            <summary>
            Sets the AntiPropWeak setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor.  (Also stops the hands lifting up when flat on back).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.HeadAsWeakAsArms">
            <summary>
            Sets the HeadAsWeakAsArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper.SuccessStrength">
            <summary>
            Sets the SuccessStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFallingReactionHelper"/>.
            When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.3f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper">
            <summary>
            Sets viscosity applied to damping limbs.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetCharacterUnderwaterHelper for sending a SetCharacterUnderwater <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetCharacterUnderwater <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Sets viscosity applied to damping limbs.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.Underwater">
            <summary>
            Sets the Underwater setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper"/>.
            is character underwater?.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.Viscosity">
            <summary>
            Sets the Viscosity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper"/>.
            viscosity applied to character's parts.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.GravityFactor">
            <summary>
            Sets the GravityFactor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper"/>.
            gravity factor applied to character.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.Stroke">
            <summary>
            Sets the Stroke setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper"/>.
            swimming force applied to character as a function of handVelocity and footVelocity.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1000.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper.LinearStroke">
            <summary>
            Sets the LinearStroke setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterUnderwaterHelper"/>.
            swimming force (linearStroke=true,False) = (f(v),f(v*v)).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper">
            <summary>
            setCharacterCollisions:.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetCharacterCollisionsHelper for sending a SetCharacterCollisions <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetCharacterCollisions <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            setCharacterCollisions:.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.Spin">
            <summary>
            Sets the Spin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            sliding friction turned into spin 80.0 (used in demo videos) good for rest of default params below.  If 0.0 then no collision enhancement.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.MaxVelocity">
            <summary>
            Sets the MaxVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            torque = spin*(relative velocity) up to this maximum for relative velocity.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.ApplyToAll">
            <summary>
            Sets the ApplyToAll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.ApplyToSpine">
            <summary>
            Sets the ApplyToSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.ApplyToThighs">
            <summary>
            Sets the ApplyToThighs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.ApplyToClavicles">
            <summary>
            Sets the ApplyToClavicles setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.ApplyToUpperArms">
            <summary>
            Sets the ApplyToUpperArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.FootSlip">
            <summary>
            Sets the FootSlip setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            allow foot slipping if collided.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper.VehicleClass">
            <summary>
            Sets the VehicleClass setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterCollisionsHelper"/>.
            ClassType of the object against which to enhance the collision.  All character vehicle interaction (e.g. braceForImpact glancing spins) relies on this value so EDIT WISELY. If it is used for things other than vehicles then NM should be informed.
            </summary>
            <remarks>
            Default value = 15.
            Min value = 0.
            Max value = 100.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper">
            <summary>
            Damp out cartwheeling and somersaulting above a certain threshold.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetCharacterDampingHelper for sending a SetCharacterDamping <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetCharacterDamping <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Damp out cartwheeling and somersaulting above a certain threshold.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.SomersaultThresh">
            <summary>
            Sets the SomersaultThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            Somersault AngularMomentum measure above which we start damping - try 34.0.  Falling over straight backwards gives 54 on hitting ground.
            </summary>
            <remarks>
            Default value = 34.0f.
            Min value = 0.0f.
            Max value = 200.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.SomersaultDamp">
            <summary>
            Sets the SomersaultDamp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            Amount to damp somersaulting by (spinning around left/right axis) - try 0.45.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.CartwheelThresh">
            <summary>
            Sets the CartwheelThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            Cartwheel AngularMomentum measure above which we start damping - try 27.0.
            </summary>
            <remarks>
            Default value = 27.0f.
            Min value = 0.0f.
            Max value = 200.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.CartwheelDamp">
            <summary>
            Sets the CartwheelDamp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            Amount to damp somersaulting by (spinning around front/back axis) - try 0.8.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.VehicleCollisionTime">
            <summary>
            Sets the VehicleCollisionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame.  A typical roll from being hit by a car lasts about 4secs.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper.V2">
            <summary>
            Sets the V2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetCharacterDampingHelper"/>.
            If true damping is proportional to Angular momentum squared.  If false proportional to Angular momentum.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper">
            <summary>
            setFrictionScale:.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SetFrictionScaleHelper for sending a SetFrictionScale <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SetFrictionScale <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            setFrictionScale:.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper.Scale">
            <summary>
            Sets the Scale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper"/>.
            Friction scale to be applied to parts in mask.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper.GlobalMin">
            <summary>
            Sets the GlobalMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper"/>.
            Character-wide minimum impact friction. Affects all parts (not just those in mask).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1000000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper.GlobalMax">
            <summary>
            Sets the GlobalMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper"/>.
            Character-wide maximum impact friction. Affects all parts (not just those in mask).
            </summary>
            <remarks>
            Default value = 999999.0f.
            Min value = 0.0f.
            Max value = 1000000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SetFrictionScaleHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the AnimPoseHelper for sending a AnimPose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the AnimPose <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffness">
            <summary>
            Sets the MuscleStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscleStiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviours - safer if you are going to return to a behaviour).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviours).  If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscleStiffness messages to set up the character's muscles. mmmmtodo get rid of this -ve.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.1f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping of masked joints.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.EffectorMask">
            <summary>
            Sets the EffectorMask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation).
            </summary>
            <remarks>
            Default value = ub.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.OverideHeadlook">
            <summary>
            Sets the OverideHeadlook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            overide Headlook behaviour (if animPose includes the head).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.OveridePointArm">
            <summary>
            Sets the OveridePointArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            overide PointArm behaviour (if animPose includes the arm/arms).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.OveridePointGun">
            <summary>
            Sets the OveridePointGun setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            overide PointGun behaviour (if animPose includes the arm/arms)//mmmmtodo not used at moment.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.UseZMPGravityCompensation">
            <summary>
            Sets the UseZMPGravityCompensation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravityCompensation">
            <summary>
            Sets the GravityCompensation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftArm">
            <summary>
            Sets the MuscleStiffnessLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightArm">
            <summary>
            Sets the MuscleStiffnessRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffnessSpine">
            <summary>
            Sets the MuscleStiffnessSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftLeg">
            <summary>
            Sets the MuscleStiffnessLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightLeg">
            <summary>
            Sets the MuscleStiffnessRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.StiffnessLeftArm">
            <summary>
            Sets the StiffnessLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness  applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.StiffnessRightArm">
            <summary>
            Sets the StiffnessRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.StiffnessSpine">
            <summary>
            Sets the StiffnessSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.StiffnessLeftLeg">
            <summary>
            Sets the StiffnessLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.StiffnessRightLeg">
            <summary>
            Sets the StiffnessRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampingLeftArm">
            <summary>
            Sets the DampingLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampingRightArm">
            <summary>
            Sets the DampingRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampingSpine">
            <summary>
            Sets the DampingSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampingLeftLeg">
            <summary>
            Sets the DampingLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampingRightLeg">
            <summary>
            Sets the DampingRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravCompLeftArm">
            <summary>
            Sets the GravCompLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravCompRightArm">
            <summary>
            Sets the GravCompRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravCompSpine">
            <summary>
            Sets the GravCompSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravCompLeftLeg">
            <summary>
            Sets the GravCompLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.GravCompRightLeg">
            <summary>
            Sets the GravCompRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.ConnectedLeftHand">
            <summary>
            Sets the ConnectedLeftHand setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
            </summary>
            <remarks>
            Default value = 0.
            Min value = -1.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.ConnectedRightHand">
            <summary>
            Sets the ConnectedRightHand setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
            </summary>
            <remarks>
            Default value = 0.
            Min value = -1.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.ConnectedLeftFoot">
            <summary>
            Sets the ConnectedLeftFoot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
            </summary>
            <remarks>
            Default value = -2.
            Min value = -2.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.ConnectedRightFoot">
            <summary>
            Sets the ConnectedRightFoot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
            </summary>
            <remarks>
            Default value = -2.
            Min value = -2.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.AnimSource">
            <summary>
            Sets the AnimSource setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper.DampenSideMotionInstanceIndex">
            <summary>
            Sets the DampenSideMotionInstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.AnimPoseHelper"/>.
            LevelIndex of object to dampen side motion relative to. -1 means not used.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ArmsWindmillHelper for sending a ArmsWindmill <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ArmsWindmill <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftPartID">
            <summary>
            Sets the LeftPartID setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            ID of part that the circle uses as local space for positioning.
            </summary>
            <remarks>
            Default value = 10.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftRadius1">
            <summary>
            Sets the LeftRadius1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            radius for first axis of ellipse.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftRadius2">
            <summary>
            Sets the LeftRadius2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            radius for second axis of ellipse.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftSpeed">
            <summary>
            Sets the LeftSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            speed of target around the circle.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftNormal">
            <summary>
            Sets the LeftNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Euler Angles orientation of circle in space of part with part ID.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.2f, 0.2f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftCentre">
            <summary>
            Sets the LeftCentre setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            centre of circle in the space of partID.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.5f, -0.1f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightPartID">
            <summary>
            Sets the RightPartID setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            ID of part that the circle uses as local space for positioning.
            </summary>
            <remarks>
            Default value = 10.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightRadius1">
            <summary>
            Sets the RightRadius1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            radius for first axis of ellipse.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightRadius2">
            <summary>
            Sets the RightRadius2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            radius for second axis of ellipse.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightSpeed">
            <summary>
            Sets the RightSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            speed of target around the circle.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightNormal">
            <summary>
            Sets the RightNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Euler Angles orientation of circle in space of part with part ID.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, -0.2f, -0.2f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightCentre">
            <summary>
            Sets the RightCentre setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            centre of circle in the space of partID.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, -0.5f, -0.1f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.ShoulderStiffness">
            <summary>
            Sets the ShoulderStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Stiffness applied to the shoulders.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.ShoulderDamping">
            <summary>
            Sets the ShoulderDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Damping applied to the shoulders.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.ElbowStiffness">
            <summary>
            Sets the ElbowStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Stiffness applied to the elbows.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 1.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.ElbowDamping">
            <summary>
            Sets the ElbowDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Damping applied to the elbows.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.LeftElbowMin">
            <summary>
            Sets the LeftElbowMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Minimum left elbow bend.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.7f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.RightElbowMin">
            <summary>
            Sets the RightElbowMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Minimum right elbow bend.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.7f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.PhaseOffset">
            <summary>
            Sets the PhaseOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            phase offset(degrees) when phase synchronization is turned on.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -360.0f.
            Max value = 360.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.DragReduction">
            <summary>
            Sets the DragReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            how much to compensate for movement of character/target.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.IKtwist">
            <summary>
            Sets the IKtwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            angle of elbow around twist axis ?.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -3.1f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.AngVelThreshold">
            <summary>
            Sets the AngVelThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            value of character angular speed above which adaptive arm motion starts.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.AngVelGain">
            <summary>
            Sets the AngVelGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            multiplies angular speed of character to get speed of arms.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.MirrorMode">
            <summary>
            Sets the MirrorMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.MirrorMode.Mirrored"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.MirrorMode.Parallel"/> leftArm parameters are used.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.AdaptiveMode">
            <summary>
            Sets the AdaptiveMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.AdaptiveMode.NotAdaptive"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.ForceSync">
            <summary>
            Sets the ForceSync setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            toggles phase synchronization.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.UseLeft">
            <summary>
            Sets the UseLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Use the left arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.UseRight">
            <summary>
            Sets the UseRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            Use the right arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper.DisableOnImpact">
            <summary>
            Sets the DisableOnImpact setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillHelper"/>.
            If true, each arm will stop windmilling if it hits the ground.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ArmsWindmillAdaptive <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.AngSpeed">
            <summary>
            Sets the AngSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            Controls the speed of the windmilling.
            </summary>
            <remarks>
            Default value = 6.3f.
            Min value = 0.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            Controls how stiff the rest of the body is.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.Amplitude">
            <summary>
            Sets the Amplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            Controls how large the motion is, higher values means the character waves his arms in a massive arc.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.Phase">
            <summary>
            Sets the Phase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            Set to a non-zero value to desynchronise the left and right arms motion.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -4.0f.
            Max value = 8.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            How stiff the arms are controls how pronounced the windmilling motion appears.
            </summary>
            <remarks>
            Default value = 14.1f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.LeftElbowAngle">
            <summary>
            Sets the LeftElbowAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If not negative then left arm will blend to this angle.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 6.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.RightElbowAngle">
            <summary>
            Sets the RightElbowAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If not negative then right arm will blend to this angle.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 6.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1mult">
            <summary>
            Sets the Lean1mult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            0 arms go up and down at the side. 1 circles. 0..1 elipse.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1offset">
            <summary>
            Sets the Lean1offset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            0.f centre of circle at side.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -6.0f.
            Max value = 6.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.ElbowRate">
            <summary>
            Sets the ElbowRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            rate at which elbow tries to match *ElbowAngle.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 6.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmDirection">
            <summary>
            Sets the ArmDirection setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.ArmDirection.Adaptive"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.DisableOnImpact">
            <summary>
            Sets the DisableOnImpact setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If true, each arm will stop windmilling if it hits the ground.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.SetBackAngles">
            <summary>
            Sets the SetBackAngles setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If true, back angles will be set to compliment arms windmill.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.UseAngMom">
            <summary>
            Sets the UseAngMom setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.BendLeftElbow">
            <summary>
            Sets the BendLeftElbow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If true, bend the left elbow to give a stuntman type scramble look.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.BendRightElbow">
            <summary>
            Sets the BendRightElbow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            If true, bend the right elbow to give a stuntman type scramble look.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = ub.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BalancerCollisionsReaction <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.NumStepsTillSlump">
            <summary>
            Sets the NumStepsTillSlump setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Begin slump and stop stepping after this many steps.
            </summary>
            <remarks>
            Default value = 4.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.Stable2SlumpTime">
            <summary>
            Sets the Stable2SlumpTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Time after becoming stable leaning against a wall that slump starts.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ExclusionZone">
            <summary>
            Sets the ExclusionZone setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Steps are ihibited to not go closer to the wall than this (after impact).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultStart">
            <summary>
            Sets the FootFrictionMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Friction multiplier applied to feet when slump starts.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultRate">
            <summary>
            Sets the FootFrictionMultRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 50.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultStart">
            <summary>
            Sets the BackFrictionMultStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Friction multiplier applied to back when slump starts.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultRate">
            <summary>
            Sets the BackFrictionMultRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 50.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLegStiffReduction">
            <summary>
            Sets the ImpactLegStiffReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Reduce the stiffness of the legs by this much as soon as an impact is detected.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffReduction">
            <summary>
            Sets the SlumpLegStiffReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Reduce the stiffness of the legs by this much as soon as slump starts.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffRate">
            <summary>
            Sets the SlumpLegStiffRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Rate at which the stiffness of the legs is reduced during slump.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 50.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ReactTime">
            <summary>
            Sets the ReactTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Time that the character reacts to the impact with ub flinch and writhe.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ImpactExagTime">
            <summary>
            Sets the ImpactExagTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Time that the character exaggerates impact with spine.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinTime">
            <summary>
            Sets the GlanceSpinTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Duration that the glance torque is applied for.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinMag">
            <summary>
            Sets the GlanceSpinMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Magnitude of the glance torque.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 0.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinDecayMult">
            <summary>
            Sets the GlanceSpinDecayMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            multiplier used when decaying torque spin over time.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColWithIndex">
            <summary>
            Sets the IgnoreColWithIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            used so impact with the character that is pushing you over doesn't set off the behaviour.
            </summary>
            <remarks>
            Default value = -2.
            Min value = -2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SlumpMode">
            <summary>
            Sets the SlumpMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump.
            </summary>
            <remarks>
            Default value = 1.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ReboundMode">
            <summary>
            Sets the ReboundMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColMassBelow">
            <summary>
            Sets the IgnoreColMassBelow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            collisions with non-fixed objects with mass below this will not set this behaviour off (e.g. ignore guns).
            </summary>
            <remarks>
            Default value = 20.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ForwardMode">
            <summary>
            Sets the ForwardMode setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            0=slump, 1=fallToKnees if shot is running, otherwise slump.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.TimeToForward">
            <summary>
            Sets the TimeToForward setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return).
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.1f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ReboundForce">
            <summary>
            Sets the ReboundForce setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            if forwards impact only: cheat force to try to get the character away from the wall.  3 is a good value.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.BraceWall">
            <summary>
            Sets the BraceWall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColVolumeBelow">
            <summary>
            Sets the IgnoreColVolumeBelow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            collisions with non-fixed objects with volume below this will not set this behaviour off.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.FallOverWallDrape">
            <summary>
            Sets the FallOverWallDrape setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            use fallOverWall as the main drape reaction.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.FallOverHighWalls">
            <summary>
            Sets the FallOverHighWalls setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            trigger fall over wall if hit up to spine2 else only if hit up to spine1.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.Snap">
            <summary>
            Sets the Snap setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Add a Snap to when you hit a wall to emphasize the hit.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapMag">
            <summary>
            Sets the SnapMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            The magnitude of the snap reaction.
            </summary>
            <remarks>
            Default value = -0.6f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapDirectionRandomness">
            <summary>
            Sets the SnapDirectionRandomness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftArm">
            <summary>
            Sets the SnapLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the leftArm.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightArm">
            <summary>
            Sets the SnapRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the rightArm.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftLeg">
            <summary>
            Sets the SnapLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the leftLeg.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightLeg">
            <summary>
            Sets the SnapRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the rightLeg.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapSpine">
            <summary>
            Sets the SnapSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the spine.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapNeck">
            <summary>
            Sets the SnapNeck setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            snap the neck.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapPhasedLegs">
            <summary>
            Sets the SnapPhasedLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Legs are either in phase with each other or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapHipType">
            <summary>
            Sets the SnapHipType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            type of hip reaction 0=none, 1=side2side 2=steplike.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapInterval">
            <summary>
            Sets the UnSnapInterval setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            Interval before applying reverse snap.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapRatio">
            <summary>
            Sets the UnSnapRatio setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            The magnitude of the reverse snap.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.SnapUseTorques">
            <summary>
            Sets the SnapUseTorques setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            use torques to make the snap otherwise use a change in the parts angular velocity.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessZeroDuration">
            <summary>
            Sets the ImpactWeaknessZeroDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            duration for which the character's upper body stays at minimum stiffness (not quite zero).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessRampDuration">
            <summary>
            Sets the ImpactWeaknessRampDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            duration of the ramp to bring the character's upper body stiffness back to normal levels.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLoosenessAmount">
            <summary>
            Sets the ImpactLoosenessAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            how loose the character is on impact. between 0 and 1.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictim">
            <summary>
            Sets the ObjectBehindVictim setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            detected an object behind a shot victim in the direction of a bullet?.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimPos">
            <summary>
            Sets the ObjectBehindVictimPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            the intersection pos of a detected object behind a shot victim in the direction of a bullet.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimNormal">
            <summary>
            Sets the ObjectBehindVictimNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BalancerCollisionsReactionHelper"/>.
            the normal of a detected object behind a shot victim in the direction of a bullet.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BodyBalance <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f.
            </summary>
            <remarks>
            Default value = 9.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.Elbow">
            <summary>
            Sets the Elbow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            How much the elbow swings based on the leg movement.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.Shoulder">
            <summary>
            Sets the Shoulder setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            How much the shoulder(lean1) swings based on the leg movement.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmDamping">
            <summary>
            Sets the ArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            enable and provide a look-at target to make the character's head turn to face it while balancing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HeadLookPos">
            <summary>
            Sets the HeadLookPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            position of thing to look at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HeadLookInstanceIndex">
            <summary>
            Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            level index of thing to look at.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SpineStiffness">
            <summary>
            Sets the SpineStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SomersaultAngle">
            <summary>
            Sets the SomersaultAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SomersaultAngleThreshold">
            <summary>
            Sets the SomersaultAngleThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SideSomersaultAngle">
            <summary>
            Sets the SideSomersaultAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SideSomersaultAngleThreshold">
            <summary>
            Sets the SideSomersaultAngleThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BackwardsAutoTurn">
            <summary>
            Sets the BackwardsAutoTurn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Automatically turn around if moving backwards.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TurnWithBumpRadius">
            <summary>
            Sets the TurnWithBumpRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            0.9 is a sensible value.  If pusher within this distance then turn to get out of the way of the pusher.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BackwardsArms">
            <summary>
            Sets the BackwardsArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Bend elbows, relax shoulders and inhibit spine twist when moving backwards.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BlendToZeroPose">
            <summary>
            Sets the BlendToZeroPose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmsOutOnPush">
            <summary>
            Sets the ArmsOutOnPush setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmsOutOnPushMultiplier">
            <summary>
            Sets the ArmsOutOnPushMultiplier setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Arms out based on lean2 of the legs to simulate being pushed.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmsOutOnPushTimeout">
            <summary>
            Sets the ArmsOutOnPushTimeout setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity).
            </summary>
            <remarks>
            Default value = 1.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ReturningToBalanceArmsOut">
            <summary>
            Sets the ReturningToBalanceArmsOut setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmsOutStraightenElbows">
            <summary>
            Sets the ArmsOutStraightenElbows setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ArmsOutMinLean2">
            <summary>
            Sets the ArmsOutMinLean2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not).
            </summary>
            <remarks>
            Default value = -9.9f.
            Min value = -10.0f.
            Max value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.SpineDamping">
            <summary>
            Sets the SpineDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.UseBodyTurn">
            <summary>
            Sets the UseBodyTurn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ElbowAngleOnContact">
            <summary>
            Sets the ElbowAngleOnContact setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            on contact with upperbody the desired elbow angle is set to at least this value.
            </summary>
            <remarks>
            Default value = 1.9f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BendElbowsTime">
            <summary>
            Sets the BendElbowsTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BendElbowsGait">
            <summary>
            Sets the BendElbowsGait setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Minimum desired angle of elbow during non contact arm swing.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = -3.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HipL2ArmL2">
            <summary>
            Sets the HipL2ArmL2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ShoulderL2">
            <summary>
            Sets the ShoulderL2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            mmmmdrunk = 0.7 shoulder lean2 offset.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = -3.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ShoulderL1">
            <summary>
            Sets the ShoulderL1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ShoulderTwist">
            <summary>
            Sets the ShoulderTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            mmmmdrunk = 0.0 shoulder twist.
            </summary>
            <remarks>
            Default value = -0.4f.
            Min value = -3.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HeadLookAtVelProb">
            <summary>
            Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TurnOffProb">
            <summary>
            Sets the TurnOffProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability that turn will be off. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.Turn2VelProb">
            <summary>
            Sets the Turn2VelProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability of turning towards velocity. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TurnAwayProb">
            <summary>
            Sets the TurnAwayProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability of turning away from headLook target. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TurnLeftProb">
            <summary>
            Sets the TurnLeftProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability of turning left. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TurnRightProb">
            <summary>
            Sets the TurnRightProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability of turning right. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.Turn2TargetProb">
            <summary>
            Sets the Turn2TargetProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Weighted Probability of turning towards headLook target. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.AngVelMultiplier">
            <summary>
            Sets the AngVelMultiplier setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            somersault, twist, sideSomersault) multiplier of the angular velocity  for arms out (lean2) (somersault, twist, sideSomersault).
            </summary>
            <remarks>
            Default value = Vector3(4.0f, 1.0f, 4.0f).
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.AngVelThreshold">
            <summary>
            Sets the AngVelThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component.
            </summary>
            <remarks>
            Default value = Vector3(1.2f, 3.0f, 1.2f).
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BraceDistance">
            <summary>
            Sets the BraceDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            if -ve then do not brace.  distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TargetPredictionTime">
            <summary>
            Sets the TargetPredictionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            time expected to get arms up from idle.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.ReachAbsorbtionTime">
            <summary>
            Sets the ReachAbsorbtionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            larger values and he absorbs the impact more.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BraceStiffness">
            <summary>
            Sets the BraceStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.MinBraceTime">
            <summary>
            Sets the MinBraceTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            minimum bracing time so the character doesn't look twitchy.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.TimeToBackwardsBrace">
            <summary>
            Sets the TimeToBackwardsBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            time before arm brace kicks in when hit from behind.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HandsDelayMin">
            <summary>
            Sets the HandsDelayMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.HandsDelayMax">
            <summary>
            Sets the HandsDelayMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.BraceOffset">
            <summary>
            Sets the BraceOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            braceTarget is global headLookPos plus braceOffset m in the up direction.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.MoveRadius">
            <summary>
            Sets the MoveRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            if -ve don't move away from pusher unless moveWhenBracing is true and braceDistance  GT  0.0f.  if the pusher is closer than moveRadius then move away from it.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.MoveAmount">
            <summary>
            Sets the MoveAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            amount of leanForce applied away from pusher.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper.MoveWhenBracing">
            <summary>
            Sets the MoveWhenBracing setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyBalanceHelper"/>.
            Only move away from pusher when bracing against pusher.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BodyFoetalHelper for sending a BodyFoetal <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BodyFoetal <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            The stiffness of the body determines how fast the character moves into the position, and how well that they hold it.
            </summary>
            <remarks>
            Default value = 9.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.DampingFactor">
            <summary>
            Sets the DampingFactor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            Sets damping value for the character joints.
            </summary>
            <remarks>
            Default value = 1.4f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.Asymmetry">
            <summary>
            Sets the Asymmetry setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.RandomSeed">
            <summary>
            Sets the RandomSeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            Random seed used to generate asymmetry values.
            </summary>
            <remarks>
            Default value = 100.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.BackTwist">
            <summary>
            Sets the BackTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            Amount of random back twist to add.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyFoetalHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BodyRollUpHelper for sending a BodyRollUp <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BodyRollUp <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            stiffness of whole body.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.UseArmToSlowDown">
            <summary>
            Sets the UseArmToSlowDown setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            the degree to which the character will try to stop a barrel roll with his arms.
            </summary>
            <remarks>
            Default value = 1.3f.
            Min value = -2.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.ArmReachAmount">
            <summary>
            Sets the ArmReachAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            the likeliness of the character reaching for the ground with its arms.
            </summary>
            <remarks>
            Default value = 1.4f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.LegPush">
            <summary>
            Sets the LegPush setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.AsymmetricalLegs">
            <summary>
            Sets the AsymmetricalLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            0 is no leg asymmetry in 'foetal' position.  greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians.  Random number changes about once every roll.  0.4 gives a lot of asymmetry.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -2.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.NoRollTimeBeforeSuccess">
            <summary>
            Sets the NoRollTimeBeforeSuccess setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            time that roll velocity has to be lower than rollVelForSuccess, before success message is sent.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.RollVelForSuccess">
            <summary>
            Sets the RollVelForSuccess setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            lower threshold for roll velocity at which success message can be sent.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.RollVelLinearContribution">
            <summary>
            Sets the RollVelLinearContribution setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.VelocityScale">
            <summary>
            Sets the VelocityScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            Scales perceived body velocity.  The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behaviour).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.VelocityOffset">
            <summary>
            Sets the VelocityOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            Offsets perceived body velocity.  Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behaviour).
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper.ApplyMinMaxFriction">
            <summary>
            Sets the ApplyMinMaxFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyRollUpHelper"/>.
            Controls whether or not behaviour enforces min/max friction.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BodyWritheHelper for sending a BodyWrithe <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BodyWrithe <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            </summary>
            <remarks>
            Default value = 13.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BackStiffness">
            <summary>
            Sets the BackStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            </summary>
            <remarks>
            Default value = 13.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.LegStiffness">
            <summary>
            Sets the LegStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly.
            </summary>
            <remarks>
            Default value = 13.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ArmDamping">
            <summary>
            Sets the ArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            damping amount, less is underdamped.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BackDamping">
            <summary>
            Sets the BackDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            damping amount, less is underdamped.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.LegDamping">
            <summary>
            Sets the LegDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            damping amount, less is underdamped.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ArmPeriod">
            <summary>
            Sets the ArmPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Controls how fast the writhe is executed, smaller values make faster motions.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BackPeriod">
            <summary>
            Sets the BackPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Controls how fast the writhe is executed, smaller values make faster motions.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.LegPeriod">
            <summary>
            Sets the LegPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Controls how fast the writhe is executed, smaller values make faster motions.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ArmAmplitude">
            <summary>
            Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BackAmplitude">
            <summary>
            Sets the BackAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            scales the amount of writhe. 0 = no writhe.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.LegAmplitude">
            <summary>
            Sets the LegAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            scales the amount of writhe. 0 = no writhe.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ElbowAmplitude">
            <summary>
            Sets the ElbowAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.KneeAmplitude">
            <summary>
            Sets the KneeAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.RollOverFlag">
            <summary>
            Sets the RollOverFlag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Flag to set trying to rollOver.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BlendArms">
            <summary>
            Sets the BlendArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BlendBack">
            <summary>
            Sets the BlendBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.BlendLegs">
            <summary>
            Sets the BlendLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ApplyStiffness">
            <summary>
            Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Use writhe stiffnesses if true. If false don't set any stiffnesses.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.OnFire">
            <summary>
            Sets the OnFire setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ShoulderLean1">
            <summary>
            Sets the ShoulderLean1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 6.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.ShoulderLean2">
            <summary>
            Sets the ShoulderLean2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 6.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.Lean1BlendFactor">
            <summary>
            Sets the Lean1BlendFactor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.Lean2BlendFactor">
            <summary>
            Sets the Lean2BlendFactor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.RollTorqueScale">
            <summary>
            Sets the RollTorqueScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Scale rolling torque that is applied to character spine.
            </summary>
            <remarks>
            Default value = 150.0f.
            Min value = 0.0f.
            Max value = 300.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.MaxRollOverTime">
            <summary>
            Sets the MaxRollOverTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 60.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper.RollOverRadius">
            <summary>
            Sets the RollOverRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BodyWritheHelper"/>.
            Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the BraceForImpact <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.BraceDistance">
            <summary>
            Sets the BraceDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.TargetPredictionTime">
            <summary>
            Sets the TargetPredictionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            time epected to get arms up from idle.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.ReachAbsorbtionTime">
            <summary>
            Sets the ReachAbsorbtionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            larger values and he absorbs the impact more.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            levelIndex of object to brace.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GrabDontLetGo">
            <summary>
            Sets the GrabDontLetGo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Once a constraint is made, keep reaching with whatever hand is allowed.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GrabStrength">
            <summary>
            Sets the GrabStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            strength in hands for grabbing (kg m/s), -1 to ignore/disable.
            </summary>
            <remarks>
            Default value = 40.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GrabDistance">
            <summary>
            Sets the GrabDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Relative distance at which the grab starts.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GrabReachAngle">
            <summary>
            Sets the GrabReachAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.0f.
            Max value = 3.2f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GrabHoldTimer">
            <summary>
            Sets the GrabHoldTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            amount of time, in seconds, before grab automatically bails.
            </summary>
            <remarks>
            Default value = 2.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MaxGrabCarVelocity">
            <summary>
            Sets the MaxGrabCarVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?.
            </summary>
            <remarks>
            Default value = 95.0f.
            Min value = 0.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.LegStiffness">
            <summary>
            Sets the LegStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.TimeToBackwardsBrace">
            <summary>
            Sets the TimeToBackwardsBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            time before arm brace kicks in when hit from behind.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.Look">
            <summary>
            Sets the Look setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            position to look at, e.g. the driver.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            location of the front part of the object to brace against. This should be the centre of where his hands should meet the object.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MinBraceTime">
            <summary>
            Sets the MinBraceTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            minimum bracing time so the character doesn't look twitchy.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.HandsDelayMin">
            <summary>
            Sets the HandsDelayMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.HandsDelayMax">
            <summary>
            Sets the HandsDelayMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MoveAway">
            <summary>
            Sets the MoveAway setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            move away from the car (if in reaching zone).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MoveAwayAmount">
            <summary>
            Sets the MoveAwayAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            forceLean away amount (-ve is lean towards).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MoveAwayLean">
            <summary>
            Sets the MoveAwayLean setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Lean away amount (-ve is lean towards).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.MoveSideways">
            <summary>
            Sets the MoveSideways setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Amount of sideways movement if at the front or back of the car to add to the move away from car.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.BbArms">
            <summary>
            Sets the BbArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Use bodyBalance arms for the default (non bracing) behaviour if bodyBalance is active.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.NewBrace">
            <summary>
            Sets the NewBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Use the new brace prediction code.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.BraceOnImpact">
            <summary>
            Sets the BraceOnImpact setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true.  For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behaviour has been started and so doesn't predict an impact.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.Roll2Velocity">
            <summary>
            Sets the Roll2Velocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.RollType">
            <summary>
            Sets the RollType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            0 = original/roll off/stay on car:  Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car:  Roll against character velocity.  i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car:  use relative velocity of character to car to roll with.
            </summary>
            <remarks>
            Default value = 3.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.SnapImpacts">
            <summary>
            Sets the SnapImpacts setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Exaggerate impacts using snap.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.SnapImpact">
            <summary>
            Sets the SnapImpact setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Exaggeration amount of the initial impact (legs).  +ve fold with car impact (as if pushed at hips in the car velocity direction).  -ve fold away from car impact.
            </summary>
            <remarks>
            Default value = 7.0f.
            Min value = -20.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.SnapBonnet">
            <summary>
            Sets the SnapBonnet setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal).  -ve fold away from car impact.
            </summary>
            <remarks>
            Default value = -7.0f.
            Min value = -20.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.SnapFloor">
            <summary>
            Sets the SnapFloor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction).  -ve fold away from car impact.
            </summary>
            <remarks>
            Default value = 7.0f.
            Min value = -20.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.DampVel">
            <summary>
            Sets the DampVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Damp out excessive spin and upward velocity when on car.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.DampSpin">
            <summary>
            Sets the DampSpin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Amount to damp spinning by (cartwheeling and somersaulting).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.DampUpVel">
            <summary>
            Sets the DampUpVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Amount to damp upward velocity by to limit the amount of air above the car the character can get.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 40.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.DampSpinThresh">
            <summary>
            Sets the DampSpinThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Angular velocity above which we start damping.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.DampUpVelThresh">
            <summary>
            Sets the DampUpVelThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Upward velocity above which we start damping.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsHelp">
            <summary>
            Sets the GsHelp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Enhance a glancing spin with the side of the car by modulating body friction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsEndMin">
            <summary>
            Sets the GsEndMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            ID for glancing spin. min depth to be considered from either end (front/rear) of a car (-ve is inside the car area).
            </summary>
            <remarks>
            Default value = -0.1f.
            Min value = -10.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsSideMin">
            <summary>
            Sets the GsSideMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            ID for glancing spin. min depth to be considered on the side of a car (-ve is inside the car area).
            </summary>
            <remarks>
            Default value = -0.2f.
            Min value = -10.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsSideMax">
            <summary>
            Sets the GsSideMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            ID for glancing spin. max depth to be considered on the side of a car (+ve is outside the car area).
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = -10.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsUpness">
            <summary>
            Sets the GsUpness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1.  Max Angle from upright is acos(gsUpness).
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsCarVelMin">
            <summary>
            Sets the GsCarVelMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            ID for glancing spin. Minimum car velocity.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsScale1Foot">
            <summary>
            Sets the GsScale1Foot setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Apply gsFricScale1 to the foot if colliding with car.  (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsFricScale1">
            <summary>
            Sets the GsFricScale1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Glancing spin help. Friction scale applied when to the side of the car.  e.g. make the character spin more by upping the friction against the car.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsFricMask1">
            <summary>
            Sets the GsFricMask1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2.
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsFricScale2">
            <summary>
            Sets the GsFricScale2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Glancing spin help. Friction scale applied when to the side of the car.  e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper.GsFricMask2">
            <summary>
            Sets the GsFricMask2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BraceForImpactHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2.
            </summary>
            <remarks>
            Default value = la.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper">
            <summary>
            Simple buoyancy model.  No character movement just fluid forces/torques added to parts.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the BuoyancyHelper for sending a Buoyancy <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Buoyancy <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Simple buoyancy model.  No character movement just fluid forces/torques added to parts.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.SurfacePoint">
            <summary>
            Sets the SurfacePoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Arbitrary point on surface of water.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.SurfaceNormal">
            <summary>
            Sets the SurfaceNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Normal to surface of water.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.Buoyancy">
            <summary>
            Sets the Buoyancy setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Buoyancy multiplier.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.ChestBuoyancy">
            <summary>
            Sets the ChestBuoyancy setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Buoyancy mulplier for spine2/3. Helps character float upright.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Damping for submerged parts.
            </summary>
            <remarks>
            Default value = 40.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.Righting">
            <summary>
            Sets the Righting setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Use righting torque to being character face-up in water?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.RightingStrength">
            <summary>
            Sets the RightingStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            Strength of righting torque.
            </summary>
            <remarks>
            Default value = 25.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper.RightingTime">
            <summary>
            Sets the RightingTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.BuoyancyHelper"/>.
            How long to wait after chest hits water to begin righting torque.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the CatchFallHelper for sending a CatchFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the CatchFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.TorsoStiffness">
            <summary>
            Sets the TorsoStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            stiffness of torso.
            </summary>
            <remarks>
            Default value = 9.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.LegsStiffness">
            <summary>
            Sets the LegsStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            stiffness of legs.
            </summary>
            <remarks>
            Default value = 6.0f.
            Min value = 4.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.ArmsStiffness">
            <summary>
            Sets the ArmsStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            stiffness of arms.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.BackwardsMinArmOffset">
            <summary>
            Sets the BackwardsMinArmOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind.
            </summary>
            <remarks>
            Default value = -0.3f.
            Min value = -1.0f.
            Max value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.ForwardMaxArmOffset">
            <summary>
            Sets the ForwardMaxArmOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.ZAxisSpinReduction">
            <summary>
            Sets the ZAxisSpinReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            Tries to reduce the spin around the Z axis. Scale 0 - 1.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.ExtraSit">
            <summary>
            Sets the ExtraSit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues.  Set to 1 for a more alive-looking finish.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            Toggle to use the head look in this behaviour.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.CatchFallHelper.Mask">
            <summary>
            Sets the Mask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.CatchFallHelper"/>.
            Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ElectrocuteHelper for sending a Electrocute <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Electrocute <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.StunMag">
            <summary>
            Sets the StunMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            The magnitude of the reaction.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.InitialMult">
            <summary>
            Sets the InitialMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            initialMult*stunMag = The magnitude of the 1st snap reaction (other mults are applied after this).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.LargeMult">
            <summary>
            Sets the LargeMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            largeMult*stunMag = The magnitude of a random large snap reaction (other mults are applied after this).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.LargeMinTime">
            <summary>
            Sets the LargeMinTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            min time to next large random snap (about 14 snaps with stunInterval = 0.07s).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 200.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.LargeMaxTime">
            <summary>
            Sets the LargeMaxTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            max time to next large random snap (about 28 snaps with stunInterval = 0.07s).
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 200.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.MovingMult">
            <summary>
            Sets the MovingMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            movingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.BalancingMult">
            <summary>
            Sets the BalancingMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            balancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.AirborneMult">
            <summary>
            Sets the AirborneMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            airborneMult*stunMag = The magnitude of the reaction if airborne.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.MovingThresh">
            <summary>
            Sets the MovingThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.StunInterval">
            <summary>
            Sets the StunInterval setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            Direction flips every stunInterval.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.DirectionRandomness">
            <summary>
            Sets the DirectionRandomness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            The character vibrates in a prescribed way - Higher the value the more random this direction is.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.LeftArm">
            <summary>
            Sets the LeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the leftArm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.RightArm">
            <summary>
            Sets the RightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the rightArm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.LeftLeg">
            <summary>
            Sets the LeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the leftLeg.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.RightLeg">
            <summary>
            Sets the RightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the rightLeg.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.Spine">
            <summary>
            Sets the Spine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the spine.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.Neck">
            <summary>
            Sets the Neck setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            vibrate the neck.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.PhasedLegs">
            <summary>
            Sets the PhasedLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            Legs are either in phase with each other or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.ApplyStiffness">
            <summary>
            Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            let electrocute apply a (higher generally) stiffness to the character whilst being vibrated.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.UseTorques">
            <summary>
            Sets the UseTorques setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            use torques to make vibration otherwise use a change in the parts angular velocity.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper.HipType">
            <summary>
            Sets the HipType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ElectrocuteHelper"/>.
            type of hip reaction 0=none, 1=side2side 2=steplike.
            </summary>
            <remarks>
            Default value = 2.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the FallOverWallHelper for sending a FallOverWall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the FallOverWall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            stiffness of the body, roll up stiffness scales with this and defaults at this default value.
            </summary>
            <remarks>
            Default value = 9.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Damping in the effectors.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MagOfForce">
            <summary>
            Sets the MagOfForce setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Magnitude of the falloverWall helper force.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MaxDistanceFromPelToHitPoint">
            <summary>
            Sets the MaxDistanceFromPelToHitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            The maximum distance away from the pelvis that hit points will be registered.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MaxForceDist">
            <summary>
            Sets the MaxForceDist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            maximum distance between hitPoint and body part at which forces are applied to part.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.StepExclusionZone">
            <summary>
            Sets the StepExclusionZone setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Specifies extent of area in front of the wall in which balancer won't try to take another step.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MinLegHeight">
            <summary>
            Sets the MinLegHeight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            minimum height of pelvis above feet at which fallOverWall is attempted.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.1f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.BodyTwist">
            <summary>
            Sets the BodyTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MaxTwist">
            <summary>
            Sets the MaxTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            max angle the character can twist before twsit helper torques are turned off.
            </summary>
            <remarks>
            Default value = 3.1f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.FallOverWallEndA">
            <summary>
            Sets the FallOverWallEndA setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            One end of the wall to try to fall over.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.FallOverWallEndB">
            <summary>
            Sets the FallOverWallEndB setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            One end of the wall over which we are trying to fall over.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.ForceAngleAbort">
            <summary>
            Sets the ForceAngleAbort setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            The angle abort threshold.
            </summary>
            <remarks>
            Default value = -0.2f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.ForceTimeOut">
            <summary>
            Sets the ForceTimeOut setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            The force time out.
            </summary>
            <remarks>
            Default value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MoveArms">
            <summary>
            Sets the MoveArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Lift the arms up if true.  Do nothing with the arms if false (eg when using catchfall arms or brace etc).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MoveLegs">
            <summary>
            Sets the MoveLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Move the legs if true.  Do nothing with the legs if false (eg when using dynamicBalancer etc).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.BendSpine">
            <summary>
            Sets the BendSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Bend spine to help falloverwall if true.  Do nothing with the spine if false.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.AngleDirWithWallNormal">
            <summary>
            Sets the AngleDirWithWallNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.
            </summary>
            <remarks>
            Default value = 180.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.LeaningAngleThreshold">
            <summary>
            Sets the LeaningAngleThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.
            </summary>
            <remarks>
            Default value = 180.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MaxAngVel">
            <summary>
            Sets the MaxAngVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            if the angular velocity is higher than maxAngVel, the torques and forces are not applied.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = -1.0f.
            Max value = 30.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.AdaptForcesToLowWall">
            <summary>
            Sets the AdaptForcesToLowWall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Will reduce the magnitude of the forces applied to the character to help him to fall over wall.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MaxWallHeight">
            <summary>
            Sets the MaxWallHeight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.DistanceToSendSuccessMessage">
            <summary>
            Sets the DistanceToSendSuccessMessage setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.RollingBackThr">
            <summary>
            Sets the RollingBackThr setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.RollingPotential">
            <summary>
            Sets the RollingPotential setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.UseArmIK">
            <summary>
            Sets the UseArmIK setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.ReachDistanceFromHitPoint">
            <summary>
            Sets the ReachDistanceFromHitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            distance from predicted hitpoint where each hands will try to reach the wall.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.MinReachDistanceFromHitPoint">
            <summary>
            Sets the MinReachDistanceFromHitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper.AngleTotallyBack">
            <summary>
            Sets the AngleTotallyBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.FallOverWallHelper"/>.
            max angle in degrees (between 1.the vector between two hips and 2. wallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.GrabHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the GrabHelper for sending a Grab <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Grab <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.UseLeft">
            <summary>
            Sets the UseLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Flag to toggle use of left hand.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.UseRight">
            <summary>
            Sets the UseRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Flag to toggle the use of the Right hand.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.DropWeaponIfNecessary">
            <summary>
            Sets the DropWeaponIfNecessary setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            if hasn't grabbed when weapon carrying hand is close to target, grab anyway.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.DropWeaponDistance">
            <summary>
            Sets the DropWeaponDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            distance below which a weapon carrying hand will request weapon to be dropped.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.GrabStrength">
            <summary>
            Sets the GrabStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            strength in hands for grabbing (kg m/s), -1 to ignore/disable.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.StickyHands">
            <summary>
            Sets the StickyHands setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength).
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.TurnToTarget">
            <summary>
            Sets the TurnToTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.TurnType.ToTarget"/>.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.GrabHoldMaxTimer">
            <summary>
            Sets the GrabHoldMaxTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            amount of time, in seconds, before grab automatically bails.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.PullUpTime">
            <summary>
            Sets the PullUpTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Time to reach the full pullup strength.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.PullUpStrengthRight">
            <summary>
            Sets the PullUpStrengthRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Strength to pull up with the right arm. 0 = no pull up.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.PullUpStrengthLeft">
            <summary>
            Sets the PullUpStrengthLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Strength to pull up with the left arm. 0 = no pull up.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.Pos1">
            <summary>
            Sets the Pos1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Grab pos1, right hand if not using line or surface grab.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.Pos2">
            <summary>
            Sets the Pos2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Grab pos2, left hand if not using line or surface grab.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.Pos3">
            <summary>
            Sets the Pos3 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.Pos4">
            <summary>
            Sets the Pos4 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.NormalR">
            <summary>
            Sets the NormalR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Normal for the right grab point.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.NormalL">
            <summary>
            Sets the NormalL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Normal for the left grab point.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.NormalR2">
            <summary>
            Sets the NormalR2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Normal for the 2nd right grab point (if pointsX4grab=true).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.NormalL2">
            <summary>
            Sets the NormalL2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Normal for the 3rd left grab point (if pointsX4grab=true).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.HandsCollide">
            <summary>
            Sets the HandsCollide setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. to grab points slightly inside geometry).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.JustBrace">
            <summary>
            Sets the JustBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Flag to toggle between grabbing and bracing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.UseLineGrab">
            <summary>
            Sets the UseLineGrab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            use the line grab, Grab along the line (x-x2).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.PointsX4grab">
            <summary>
            Sets the PointsX4grab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            use 2 point.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.FromEA">
            <summary>
            Sets the FromEA setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            use 2 point.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.SurfaceGrab">
            <summary>
            Sets the SurfaceGrab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            levelIndex of instance to grab (-1 = world coordinates).
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.InstancePartIndex">
            <summary>
            Sets the InstancePartIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            boundIndex of part on instance to grab (0 = just use instance coordinates).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.DontLetGo">
            <summary>
            Sets the DontLetGo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Once a constraint is made, keep reaching with whatever hand is allowed - no matter what the angle/distance and whether or not the constraint has broken due to constraintForce  GT  grabStrength.  mmmtodo this is a badly named parameter.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.ReachAngle">
            <summary>
            Sets the ReachAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.
            </summary>
            <remarks>
            Default value = 2.8f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.OneSideReachAngle">
            <summary>
            Sets the OneSideReachAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Angle at which we will only reach with one hand.
            </summary>
            <remarks>
            Default value = 1.4f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.GrabDistance">
            <summary>
            Sets the GrabDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Relative distance at which the grab starts.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.Move2Radius">
            <summary>
            Sets the Move2Radius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Relative distance (additional to grabDistance - doesn't try to move inside grabDistance)at which the grab tries to use the balancer to move to the grab point.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 14.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Stiffness of the arm.
            </summary>
            <remarks>
            Default value = 14.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.MaxReachDistance">
            <summary>
            Sets the MaxReachDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            distance to reach out towards the grab point.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.OrientationConstraintScale">
            <summary>
            Sets the OrientationConstraintScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            scale torque used to rotate hands to face normals.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.MaxWristAngle">
            <summary>
            Sets the MaxWristAngle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            When we are grabbing the max angle the wrist ccan be at before we break the grab.
            </summary>
            <remarks>
            Default value = 3.1f.
            Min value = 0.0f.
            Max value = 3.2f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.UseHeadLookToTarget">
            <summary>
            Sets the UseHeadLookToTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            if true, the character will look at targetForHeadLook after a hand grabs until the end of the behavior. (Before grabbing it looks at the grab target).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.LookAtGrab">
            <summary>
            Sets the LookAtGrab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            if true, the character will look at the grab.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.GrabHelper.TargetForHeadLook">
            <summary>
            Sets the TargetForHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.GrabHelper"/>.
            Only used if useHeadLookToTarget is true, the target in world space to look at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HeadLookHelper for sending a HeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Damping  of the muscles.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Stiffness of the muscles.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.InstanceIndex">
            <summary>
            Sets the InstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            levelIndex of object to be looked at. vel parameters are ignored if this is non -1.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.Vel">
            <summary>
            Sets the Vel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            The velocity of the point being looked at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -100.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            The point being looked at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.AlwaysLook">
            <summary>
            Sets the AlwaysLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Flag to force always to look.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.EyesHorizontal">
            <summary>
            Sets the EyesHorizontal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Keep the eyes horizontal.  Use true for impact with cars.  Use false if you want better look at target accuracy when the character is on the floor or leaned over alot.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.AlwaysEyesHorizontal">
            <summary>
            Sets the AlwaysEyesHorizontal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Keep the eyes horizontal.  Use true for impact with cars.  Use false if you want better look at target accuracy when the character is on the floor or leaned over (when not leaned over the eyes are still kept horizontal if eyesHorizontal=true ) alot.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.KeepHeadAwayFromGround">
            <summary>
            Sets the KeepHeadAwayFromGround setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HeadLookHelper.TwistSpine">
            <summary>
            Sets the TwistSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HeadLookHelper"/>.
            Allow headlook to twist spine.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.HighFallHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the HighFallHelper for sending a HighFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the HighFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Bodydamping">
            <summary>
            Sets the Bodydamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            The damping of the joints.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Catchfalltime">
            <summary>
            Sets the Catchfalltime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            The length of time before the impact that the character transitions to the landing.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.CrashOrLandCutOff">
            <summary>
            Sets the CrashOrLandCutOff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out).  NB: never does bailout if ignorWorldCollisions true.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.PdStrength">
            <summary>
            Sets the PdStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Strength of the controller to keep the character at angle aimAngleBase from vertical.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.PdDamping">
            <summary>
            Sets the PdDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical.  The actual damping is pdDamping*pdStrength*constant*angVel.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.ArmAngSpeed">
            <summary>
            Sets the ArmAngSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            arm circling speed in armWindMillAdaptive.
            </summary>
            <remarks>
            Default value = 7.9f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.ArmAmplitude">
            <summary>
            Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            in armWindMillAdaptive.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.ArmPhase">
            <summary>
            Sets the ArmPhase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            in armWindMillAdaptive 3.1 opposite for stuntman.  1.0 old default.  0.0 in phase.
            </summary>
            <remarks>
            Default value = 3.1f.
            Min value = 0.0f.
            Max value = 6.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.ArmBendElbows">
            <summary>
            Sets the ArmBendElbows setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            in armWindMillAdaptive bend the elbows as a function of armAngle.  For stuntman true otherwise false.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LegRadius">
            <summary>
            Sets the LegRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            radius of legs on pedal.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LegAngSpeed">
            <summary>
            Sets the LegAngSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            in pedal.
            </summary>
            <remarks>
            Default value = 7.9f.
            Min value = 0.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LegAsymmetry">
            <summary>
            Sets the LegAsymmetry setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            0.0 for stuntman.  Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Arms2LegsPhase">
            <summary>
            Sets the Arms2LegsPhase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            phase angle between the arms and legs circling angle.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 6.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Arms2LegsSync">
            <summary>
            Sets the Arms2LegsSync setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Syncs the arms angle to what the leg angle is.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.AlwaysSynced"/>.
            All speed/direction parameters of armswindmill are overwritten if = <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.AlwaysSynced"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.SyncedAtStart"/> and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.ArmsUp">
            <summary>
            Sets the ArmsUp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down.   LT -2.0 use catchFall arms,  LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.
            </summary>
            <remarks>
            Default value = -3.1f.
            Min value = -4.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.OrientateBodyToFallDirection">
            <summary>
            Sets the OrientateBodyToFallDirection setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            toggle to orientate to fall direction.  i.e. orientate so that the character faces the horizontal velocity direction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.OrientateTwist">
            <summary>
            Sets the OrientateTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            If false don't worry about the twist angle of the character when orientating the character.  If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.OrientateMax">
            <summary>
            Sets the OrientateMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            DEVEL parameter - suggest you don't edit it.  Maximum torque the orientation controller can apply.  If 0 then no helper torques will be used.  300 will orientate the character soflty for all but extreme angles away from aimAngleBase.  If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.
            </summary>
            <remarks>
            Default value = 300.0f.
            Min value = 0.0f.
            Max value = 2000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.AlanRickman">
            <summary>
            Sets the AlanRickman setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            If true then orientate the character to face the point from where it started falling.  HighFall like the one in dieHard with Alan Rickman.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.FowardRoll">
            <summary>
            Sets the FowardRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Try to execute a forward Roll on landing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.UseZeroPose_withFowardRoll">
            <summary>
            Sets the UseZeroPose_withFowardRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Blend to a zero pose when forward roll is attempted.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.AimAngleBase">
            <summary>
            Sets the AimAngleBase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Angle from vertical the pdController is driving to ( positive = forwards).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -3.1f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.FowardVelRotation">
            <summary>
            Sets the FowardVelRotation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            scale to add/subtract from aimAngle based on forward speed (Internal).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.FootVelCompScale">
            <summary>
            Sets the FootVelCompScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.SideD">
            <summary>
            Sets the SideD setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            sideoffset for the feet during prepareForLanding. +ve = right.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.FowardOffsetOfLegIK">
            <summary>
            Sets the FowardOffsetOfLegIK setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Forward offset for the feet during prepareForLanding.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LegL">
            <summary>
            Sets the LegL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Leg Length for ik (Internal)//unused.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.CatchFallCutOff">
            <summary>
            Sets the CatchFallCutOff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LegStrength">
            <summary>
            Sets the LegStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Strength of the legs at landing.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Balance">
            <summary>
            Sets the Balance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            If true have enough strength to balance.  If false not enough strength in legs to balance (even though bodyBlance called).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.IgnorWorldCollisions">
            <summary>
            Sets the IgnorWorldCollisions setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Never go into bailout (foetal).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.AdaptiveCircling">
            <summary>
            Sets the AdaptiveCircling setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            stuntman type fall.  Arm and legs circling direction controlled by angmom and orientation.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.Hula">
            <summary>
            Sets the Hula setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            With stuntman type fall.  Hula reaction if can't see floor and not rotating fast.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.MaxSpeedForRecoverableFall">
            <summary>
            Sets the MaxSpeedForRecoverableFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Character needs to be moving less than this speed to consider fall as a recoverable one.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.MinSpeedForBrace">
            <summary>
            Sets the MinSpeedForBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.HighFallHelper.LandingNormal">
            <summary>
            Sets the LandingNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.HighFallHelper"/>.
            Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.IncomingTransformsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the IncomingTransformsHelper for sending a IncomingTransforms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the IncomingTransforms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper">
            <summary>
            InjuredOnGround.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the InjuredOnGroundHelper for sending a InjuredOnGround <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the InjuredOnGround <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            InjuredOnGround.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.NumInjuries">
            <summary>
            Sets the NumInjuries setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury1Component">
            <summary>
            Sets the Injury1Component setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury2Component">
            <summary>
            Sets the Injury2Component setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury1LocalPosition">
            <summary>
            Sets the Injury1LocalPosition setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury2LocalPosition">
            <summary>
            Sets the Injury2LocalPosition setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury1LocalNormal">
            <summary>
            Sets the Injury1LocalNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(1.0f, 0.0f, 0.0f).
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.Injury2LocalNormal">
            <summary>
            Sets the Injury2LocalNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(1.0f, 0.0f, 0.0f).
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.AttackerPos">
            <summary>
            Sets the AttackerPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = Vector3(1.0f, 0.0f, 0.0f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.DontReachWithLeft">
            <summary>
            Sets the DontReachWithLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.DontReachWithRight">
            <summary>
            Sets the DontReachWithRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper.StrongRollForce">
            <summary>
            Sets the StrongRollForce setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.InjuredOnGroundHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.CarriedHelper">
            <summary>
            Carried.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.CarriedHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the CarriedHelper for sending a Carried <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Carried <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Carried.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.DangleHelper">
            <summary>
            Dangle.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.DangleHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the DangleHelper for sending a Dangle <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Dangle <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Dangle.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.DangleHelper.DoGrab">
            <summary>
            Sets the DoGrab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.DangleHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.DangleHelper.GrabFrequency">
            <summary>
            Sets the GrabFrequency setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.DangleHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.OnFireHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the OnFireHelper for sending a OnFire <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the OnFire <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.StaggerTime">
            <summary>
            Sets the StaggerTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Max time for stumbling around before falling to ground.
            </summary>
            <remarks>
            Default value = 2.5f.
            Min value = 0.0f.
            Max value = 30.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.StaggerLeanRate">
            <summary>
            Sets the StaggerLeanRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            How quickly the character leans hips when staggering.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.StumbleMaxLeanBack">
            <summary>
            Sets the StumbleMaxLeanBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            max the character leans hips back when staggering.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.StumbleMaxLeanForward">
            <summary>
            Sets the StumbleMaxLeanForward setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            max the character leans hips forwards when staggering.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.ArmsWindmillWritheBlend">
            <summary>
            Sets the ArmsWindmillWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend armsWindmill with the bodyWrithe arms when character is upright.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.SpineStumbleWritheBlend">
            <summary>
            Sets the SpineStumbleWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend spine stumble with the bodyWrithe spine when character is upright.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.LegsStumbleWritheBlend">
            <summary>
            Sets the LegsStumbleWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend legs stumble with the bodyWrithe legs when character is upright.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.ArmsPoseWritheBlend">
            <summary>
            Sets the ArmsPoseWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend the bodyWrithe arms with the current desired pose from on fire behaviour when character is on the floor.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.SpinePoseWritheBlend">
            <summary>
            Sets the SpinePoseWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend the bodyWrithe back with the current desired pose from on fire behaviour when character is on the floor.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.LegsPoseWritheBlend">
            <summary>
            Sets the LegsPoseWritheBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Blend the bodyWrithe legs with the current desired pose from on fire behaviour when character is on the floor.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.RollOverFlag">
            <summary>
            Sets the RollOverFlag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Flag to set bodyWrithe trying to rollOver.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.RollTorqueScale">
            <summary>
            Sets the RollTorqueScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale.
            </summary>
            <remarks>
            Default value = 25.0f.
            Min value = 0.0f.
            Max value = 300.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.PredictTime">
            <summary>
            Sets the PredictTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Character pose depends on character facing direction that is evaluated from its COMTM orientation. Set this value to 0 to use no orientation prediction i.e. current character COMTM orientation will be used to determine character facing direction and finally the pose bodyWrithe is blending to. Set this value to  GT  0 to predict character COMTM orientation this amout of time in seconds to the future.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.MaxRollOverTime">
            <summary>
            Sets the MaxRollOverTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 60.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.OnFireHelper.RollOverRadius">
            <summary>
            Sets the RollOverRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.OnFireHelper"/>.
            Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the PedalLegsHelper for sending a PedalLegs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the PedalLegs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.PedalLeftLeg">
            <summary>
            Sets the PedalLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            pedal with this leg or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.PedalRightLeg">
            <summary>
            Sets the PedalRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            pedal with this leg or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.BackPedal">
            <summary>
            Sets the BackPedal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            pedal forwards or backwards.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.Radius">
            <summary>
            Sets the Radius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            base radius of pedal action.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.AngularSpeed">
            <summary>
            Sets the AngularSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            rate of pedaling. If adaptivePedal4Dragging is true then the legsAngularSpeed calculated to match the linear speed of the character can have a maximum value of angularSpeed (this max used to be hard coded to 13.0).
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.LegStiffness">
            <summary>
            Sets the LegStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            stiffness of legs.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.PedalOffset">
            <summary>
            Sets the PedalOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Move the centre of the pedal for the left leg up by this amount, the right leg down by this amount.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.RandomSeed">
            <summary>
            Sets the RandomSeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Random seed used to generate speed changes.
            </summary>
            <remarks>
            Default value = 100.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.SpeedAsymmetry">
            <summary>
            Sets the SpeedAsymmetry setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.AdaptivePedal4Dragging">
            <summary>
            Sets the AdaptivePedal4Dragging setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Will pedal in the direction of travel (if backPedal = false, against travel if backPedal = true) and with an angular velocity relative to speed upto a maximum of 13(rads/sec).  Use when being dragged by a car.  Overrides angularSpeed.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.AngSpeedMultiplier4Dragging">
            <summary>
            Sets the AngSpeedMultiplier4Dragging setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            newAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.RadiusVariance">
            <summary>
            Sets the RadiusVariance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.LegAngleVariance">
            <summary>
            Sets the LegAngleVariance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            0-1 value used to vary the angle of the legs from the hips during the pedal.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.CentreSideways">
            <summary>
            Sets the CentreSideways setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Move the centre of the pedal for both legs sideways (+ve = right).  NB: not applied to hula.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.CentreForwards">
            <summary>
            Sets the CentreForwards setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Move the centre of the pedal for both legs forward (or backward -ve).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.CentreUp">
            <summary>
            Sets the CentreUp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Move the centre of the pedal for both legs up (or down -ve).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.Ellipse">
            <summary>
            Sets the Ellipse setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Turn the circle into an ellipse.  Ellipse has horizontal radius a and vertical radius b.  If ellipse is +ve then a=radius*ellipse and b=radius.  If ellipse is -ve then a=radius and b = radius*ellipse.  0.0 = vertical line of length 2*radius, 0.0:1.0 circle squashed horizontally (vertical radius = radius), 1.0=circle.  -0.001 = horizontal line of length 2*radius, -0.0:-1.0 circle squashed vertically (horizontal radius = radius), -1.0 = circle.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.DragReduction">
            <summary>
            Sets the DragReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            how much to account for the target moving through space rather than being static.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.Spread">
            <summary>
            Sets the Spread setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            Spread legs.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper.Hula">
            <summary>
            Sets the Hula setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PedalLegsHelper"/>.
            If true circle the legs in a hula motion.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper">
            <summary>
            BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm).
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.PointArmHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the PointArmHelper for sending a PointArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the PointArm <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.TargetLeft">
            <summary>
            Sets the TargetLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            point to point to (in world space).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.TwistLeft">
            <summary>
            Sets the TwistLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            twist of the arm around point direction.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmStraightnessLeft">
            <summary>
            Sets the ArmStraightnessLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            values less than 1 can give the arm a more bent look.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.UseLeftArm">
            <summary>
            Sets the UseLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmStiffnessLeft">
            <summary>
            Sets the ArmStiffnessLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            stiffness of arm.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmDampingLeft">
            <summary>
            Sets the ArmDampingLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            damping value for arm used to point.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.InstanceIndexLeft">
            <summary>
            Sets the InstanceIndexLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.PointSwingLimitLeft">
            <summary>
            Sets the PointSwingLimitLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            Swing limit.
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.UseZeroPoseWhenNotPointingLeft">
            <summary>
            Sets the UseZeroPoseWhenNotPointingLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.TargetRight">
            <summary>
            Sets the TargetRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            point to point to (in world space).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.TwistRight">
            <summary>
            Sets the TwistRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            twist of the arm around point direction.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmStraightnessRight">
            <summary>
            Sets the ArmStraightnessRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            values less than 1 can give the arm a more bent look.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.UseRightArm">
            <summary>
            Sets the UseRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmStiffnessRight">
            <summary>
            Sets the ArmStiffnessRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            stiffness of arm.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.ArmDampingRight">
            <summary>
            Sets the ArmDampingRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            damping value for arm used to point.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.InstanceIndexRight">
            <summary>
            Sets the InstanceIndexRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.PointSwingLimitRight">
            <summary>
            Sets the PointSwingLimitRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            Swing limit.
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointArmHelper.UseZeroPoseWhenNotPointingRight">
            <summary>
            Sets the UseZeroPoseWhenNotPointingRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointArmHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.PointGunHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the PointGunHelper for sending a PointGun <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the PointGun <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.EnableRight">
            <summary>
            Sets the EnableRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Allow right hand to point/support?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.EnableLeft">
            <summary>
            Sets the EnableLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Allow right hand to point/support?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.LeftHandTarget">
            <summary>
            Sets the LeftHandTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Target for the left Hand.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.LeftHandTargetIndex">
            <summary>
            Sets the LeftHandTargetIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Index of the object that the left hand target is specified in, -1 is world space.
            </summary>
            <remarks>
            Default value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RightHandTarget">
            <summary>
            Sets the RightHandTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Target for the right Hand.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RightHandTargetIndex">
            <summary>
            Sets the RightHandTargetIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Index of the object that the right hand target is specified in, -1 is world space.
            </summary>
            <remarks>
            Default value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.LeadTarget">
            <summary>
            Sets the LeadTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Stiffness of the arm.
            </summary>
            <remarks>
            Default value = 14.0f.
            Min value = 2.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ArmStiffnessDetSupport">
            <summary>
            Sets the ArmStiffnessDetSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 2.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ArmDamping">
            <summary>
            Sets the ArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Damping.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.GravityOpposition">
            <summary>
            Sets the GravityOpposition setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Amount of gravity opposition on pointing arm.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.GravOppDetachedSupport">
            <summary>
            Sets the GravOppDetachedSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.MassMultDetachedSupport">
            <summary>
            Sets the MassMultDetachedSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.  The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.AllowShotLooseness">
            <summary>
            Sets the AllowShotLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Allow shot to set a lower arm muscleStiffness than pointGun normally would.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ClavicleBlend">
            <summary>
            Sets the ClavicleBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs)   For pointing arms only.  (Support arm uses the IK solution as is for clavicles).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ElbowAttitude">
            <summary>
            Sets the ElbowAttitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Controls arm twist. (except in pistolIK).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.SupportConstraint">
            <summary>
            Sets the SupportConstraint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Type of constraint between the support hand and gun.  0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint.
            </summary>
            <remarks>
            Default value = 1.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ConstraintMinDistance">
            <summary>
            Sets the ConstraintMinDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value.  This is for stability and also allows the pointing arm to lead a little.  Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 0.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.MakeConstraintDistance">
            <summary>
            Sets the MakeConstraintDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            For supportConstraint = 1:  Minimum distance within which support hand constraint will be made.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ReduceConstraintLengthVel">
            <summary>
            Sets the ReduceConstraintLengthVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            For supportConstraint = 1:  Velocity at which to reduce the support hand constraint length.
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.BreakingStrength">
            <summary>
            Sets the BreakingStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.BrokenSupportTime">
            <summary>
            Sets the BrokenSupportTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Once constraint is broken then do not try to reconnect/support for this amount of time.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.BrokenToSideProb">
            <summary>
            Sets the BrokenToSideProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ConnectAfter">
            <summary>
            Sets the ConnectAfter setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            If gunArm has been controlled by other behaviours for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ConnectFor">
            <summary>
            Sets the ConnectFor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Time to try to reconnect for.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.OneHandedPointing">
            <summary>
            Sets the OneHandedPointing setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported .  If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support.
            </summary>
            <remarks>
            Default value = 1.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.AlwaysSupport">
            <summary>
            Sets the AlwaysSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Support a non pointing gunHand i.e. if in zero pose (constrain as well  if constraint possible).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.PoseUnusedGunArm">
            <summary>
            Sets the PoseUnusedGunArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Apply neutral pose when a gun arm isn't in use.  NB: at the moment Rifle hand is always controlled by pointGun.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.PoseUnusedSupportArm">
            <summary>
            Sets the PoseUnusedSupportArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Apply neutral pose when a support arm isn't in use.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.PoseUnusedOtherArm">
            <summary>
            Sets the PoseUnusedOtherArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviours or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.MaxAngleAcross">
            <summary>
            Sets the MaxAngleAcross setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.MaxAngleAway">
            <summary>
            Sets the MaxAngleAway setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FallingLimits">
            <summary>
            Sets the FallingLimits setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            0= don't apply limits.  1=apply the limits below only when the character is falling.  2 =  always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge).
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.AcrossLimit">
            <summary>
            Sets the AcrossLimit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.  i.e. for rightHanded gun this is the angle left of the midline.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.AwayLimit">
            <summary>
            Sets the AwayLimit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.  i.e. for rightHanded gun this is the angle right of the midline.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UpLimit">
            <summary>
            Sets the UpLimit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.DownLimit">
            <summary>
            Sets the DownLimit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point.
            </summary>
            <remarks>
            Default value = 45.0f.
            Min value = 0.0f.
            Max value = 180.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RifleFall">
            <summary>
            Sets the RifleFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FallingSupport">
            <summary>
            Sets the FallingSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart).
            </summary>
            <remarks>
            Default value = 1.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FallingTypeSupport">
            <summary>
            Sets the FallingTypeSupport setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 5.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.PistolNeutralType">
            <summary>
            Sets the PistolNeutralType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            0 = byFace, 1=acrossFront, 2=bySide.  NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.NeutralPoint4Pistols">
            <summary>
            Sets the NeutralPoint4Pistols setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.NeutralPoint4Rifle">
            <summary>
            Sets the NeutralPoint4Rifle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            use pointing for neutral targets in rifle mode.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.CheckNeutralPoint">
            <summary>
            Sets the CheckNeutralPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.Point2Side">
            <summary>
            Sets the Point2Side setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            side, up, back) side is left for left arm, right for right arm mmmmtodo.
            </summary>
            <remarks>
            Default value = Vector3(5.0f, -5.0f, -2.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.Add2WeaponDistSide">
            <summary>
            Sets the Add2WeaponDistSide setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            add to weaponDistance for point2Side neutral pointing (to straighten the arm).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.Point2Connect">
            <summary>
            Sets the Point2Connect setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            side, up, back) side is left for left arm, right for rght arm mmmmtodo.
            </summary>
            <remarks>
            Default value = Vector3(-1.0f, -0.9f, -0.2f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.Add2WeaponDistConnect">
            <summary>
            Sets the Add2WeaponDistConnect setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            add to weaponDistance for point2Connect neutral pointing (to straighten the arm).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UsePistolIK">
            <summary>
            Sets the UsePistolIK setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            enable new ik for pistol pointing.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UseSpineTwist">
            <summary>
            Sets the UseSpineTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Use spine twist to orient chest?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UseTurnToTarget">
            <summary>
            Sets the UseTurnToTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Turn balancer to help gun point at target.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Use head look to drive head?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ErrorThreshold">
            <summary>
            Sets the ErrorThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            angular difference between pointing direction and target direction above which feedback will be generated.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FireWeaponRelaxTime">
            <summary>
            Sets the FireWeaponRelaxTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Duration of arms relax following firing weapon.  NB:This is clamped (0,5) in pointGun.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FireWeaponRelaxAmount">
            <summary>
            Sets the FireWeaponRelaxAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Relax multiplier following firing weapon. Recovers over relaxTime.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.FireWeaponRelaxDistance">
            <summary>
            Sets the FireWeaponRelaxDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Range of motion for ik-based recoil.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 0.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.UseIncomingTransforms">
            <summary>
            Sets the UseIncomingTransforms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.MeasureParentOffset">
            <summary>
            Sets the MeasureParentOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target.  This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.LeftHandParentOffset">
            <summary>
            Sets the LeftHandParentOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.LeftHandParentEffector">
            <summary>
            Sets the LeftHandParentEffector setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            1 = Use leftShoulder. Effector from which the left hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RightHandParentOffset">
            <summary>
            Sets the RightHandParentOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true.  NB NOT used if rightHandParentEffector LT 0.  Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0).
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RightHandParentEffector">
            <summary>
            Sets the RightHandParentEffector setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            1 = Use rightShoulder.. Effector from which the right hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.PrimaryHandWeaponDistance">
            <summary>
            Sets the PrimaryHandWeaponDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. weaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.ConstrainRifle">
            <summary>
            Sets the ConstrainRifle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Use hard constraint to keep rifle stock against shoulder?.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.RifleConstraintMinDistance">
            <summary>
            Sets the RifleConstraintMinDistance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.DisableArmCollisions">
            <summary>
            Sets the DisableArmCollisions setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Disable collisions between right hand/forearm and the torso/legs.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunHelper.DisableRifleCollisions">
            <summary>
            Sets the DisableRifleCollisions setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunHelper"/>.
            Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper">
            <summary>
            Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the PointGunExtraHelper for sending a PointGunExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the PointGunExtra <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.ConstraintStrength">
            <summary>
            Sets the ConstraintStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.ConstraintThresh">
            <summary>
            Sets the ConstraintThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            For supportConstraint = 2:  Like makeConstraintDistance. Force starts acting when the hands are  LT  3.0*thresh apart but is maximum strength  LT  thresh. For comparison: 0.1 is used for reachForWound in shot, 0.25 is used in grab.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.WeaponMask">
            <summary>
            Sets the WeaponMask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag.
            </summary>
            <remarks>
            Default value = 1024.
            Min value = 0.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.TimeWarpActive">
            <summary>
            Sets the TimeWarpActive setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Is timeWarpActive enabled?.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.TimeWarpStrengthScale">
            <summary>
            Sets the TimeWarpStrengthScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.OriStiff">
            <summary>
            Sets the OriStiff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Hand stabilization controller stiffness.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.OriDamp">
            <summary>
            Sets the OriDamp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Hand stabilization controller damping.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.PosStiff">
            <summary>
            Sets the PosStiff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Hand stabilization controller stiffness.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper.PosDamp">
            <summary>
            Sets the PosDamp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.PointGunExtraHelper"/>.
            Hand stabilization controller damping.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the RollDownStairsHelper for sending a RollDownStairs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the RollDownStairs <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.Stiffness">
            <summary>
            Sets the Stiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Effector Stiffness. value feeds through to rollUp directly.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.Damping">
            <summary>
            Sets the Damping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Effector  Damping.
            </summary>
            <remarks>
            Default value = 1.4f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.Forcemag">
            <summary>
            Sets the Forcemag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Helper force strength.  Do not go above 1 for a rollDownStairs/roll along ground reaction.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.M_useArmToSlowDown">
            <summary>
            Sets the M_useArmToSlowDown setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            the degree to which the character will try to stop a barrel roll with his arms.
            </summary>
            <remarks>
            Default value = -1.9f.
            Min value = -3.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.UseZeroPose">
            <summary>
            Sets the UseZeroPose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.SpinWhenInAir">
            <summary>
            Sets the SpinWhenInAir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground.  Be careful little bunny rabbits, the character could spin unnaturally in the air.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.M_armReachAmount">
            <summary>
            Sets the M_armReachAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            how much the character reaches with his arms to brace against the ground.
            </summary>
            <remarks>
            Default value = 1.4f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.M_legPush">
            <summary>
            Sets the M_legPush setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            amount that the legs push outwards when tumbling.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.TryToAvoidHeadButtingGround">
            <summary>
            Sets the TryToAvoidHeadButtingGround setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ArmReachLength">
            <summary>
            Sets the ArmReachLength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            the length that the arm reaches and so how much it straightens.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.CustomRollDir">
            <summary>
            Sets the CustomRollDir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            pass in a custom direction in to have the character try and roll in that direction.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 1.0f).
            Min value = 1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.UseCustomRollDir">
            <summary>
            Sets the UseCustomRollDir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            pass in true to use the customRollDir parameter.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.StiffnessDecayTarget">
            <summary>
            Sets the StiffnessDecayTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            The target linear velocity used to start the rolling.
            </summary>
            <remarks>
            Default value = 9.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.StiffnessDecayTime">
            <summary>
            Sets the StiffnessDecayTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.AsymmetricalLegs">
            <summary>
            Sets the AsymmetricalLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            0 is no leg asymmetry in 'foetal' position.  greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians.  Random number changes about once every roll.  0.4 gives a lot of asymmetry.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ZAxisSpinReduction">
            <summary>
            Sets the ZAxisSpinReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Tries to reduce the spin around the z axis. Scale 0 - 1.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.TargetLinearVelocityDecayTime">
            <summary>
            Sets the TargetLinearVelocityDecayTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Time for the targetlinearVelocity to decay to zero.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.TargetLinearVelocity">
            <summary>
            Sets the TargetLinearVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.OnlyApplyHelperForces">
            <summary>
            Sets the OnlyApplyHelperForces setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Don't use rollup if true.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.UseVelocityOfObjectBelow">
            <summary>
            Sets the UseVelocityOfObjectBelow setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.UseRelativeVelocity">
            <summary>
            Sets the UseRelativeVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            useVelocityOfObjectBelow uses a relative velocity of the character to the object underneath.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ApplyFoetalToLegs">
            <summary>
            Sets the ApplyFoetalToLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            if true, use rollup for upper body and a kind of foetal behavior for legs.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MovementLegsInFoetalPosition">
            <summary>
            Sets the MovementLegsInFoetalPosition setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs.
            </summary>
            <remarks>
            Default value = 1.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MaxAngVelAroundFrontwardAxis">
            <summary>
            Sets the MaxAngVelAroundFrontwardAxis setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = -1.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MinAngVel">
            <summary>
            Sets the MinAngVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ApplyNewRollingCheatingTorques">
            <summary>
            Sets the ApplyNewRollingCheatingTorques setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            if true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MaxAngVel">
            <summary>
            Sets the MaxAngVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque.
            </summary>
            <remarks>
            Default value = 5.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MagOfTorqueToRoll">
            <summary>
            Sets the MagOfTorqueToRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 0.0f.
            Max value = 500.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ApplyHelPerTorqueToAlign">
            <summary>
            Sets the ApplyHelPerTorqueToAlign setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            apply torque to align the body orthogonally to the direction of the roll.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.DelayToAlignBody">
            <summary>
            Sets the DelayToAlignBody setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.MagOfTorqueToAlign">
            <summary>
            Sets the MagOfTorqueToAlign setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 0.0f.
            Max value = 500.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.AirborneReduction">
            <summary>
            Sets the AirborneReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Ordinarily keep at 0.85.  Make this lower if you want spinning in the air.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.ApplyMinMaxFriction">
            <summary>
            Sets the ApplyMinMaxFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Pass-through to Roll Up. Controls whether or not behaviour enforces min/max friction.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper.LimitSpinReduction">
            <summary>
            Sets the LimitSpinReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.RollDownStairsHelper"/>.
            Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotHelper for sending a Shot <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Shot <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            stiffness of body. Feeds through to roll_up.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.SpineDamping">
            <summary>
            Sets the SpineDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            stiffness of body. Feeds through to roll_up.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            arm stiffness.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialNeckStiffness">
            <summary>
            Sets the InitialNeckStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            initial stiffness of neck after being shot.
            </summary>
            <remarks>
            Default value = 14.0f.
            Min value = 3.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialNeckDamping">
            <summary>
            Sets the InitialNeckDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            intial damping of neck after being shot.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.NeckStiffness">
            <summary>
            Sets the NeckStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            stiffness of neck.
            </summary>
            <remarks>
            Default value = 14.0f.
            Min value = 3.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.NeckDamping">
            <summary>
            Sets the NeckDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            damping of neck.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.KMultOnLoose">
            <summary>
            Sets the KMultOnLoose setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how much to add to upperbody stiffness dependent on looseness.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.KMult4Legs">
            <summary>
            Sets the KMult4Legs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how much to add to leg stiffnesses dependent on looseness.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.LoosenessAmount">
            <summary>
            Sets the LoosenessAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how loose the character is made by a newBullet. between 0 and 1.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.Looseness4Fall">
            <summary>
            Sets the Looseness4Fall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how loose the character is made by a newBullet if falling.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.Looseness4Stagger">
            <summary>
            Sets the Looseness4Stagger setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling).  Note atm the neck ramp values are ignored in staggerFall.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.MinArmsLooseness">
            <summary>
            Sets the MinArmsLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            minimum looseness to apply to the arms.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.MinLegsLooseness">
            <summary>
            Sets the MinLegsLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            minimum looseness to apply to the Legs.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.GrabHoldTime">
            <summary>
            Sets the GrabHoldTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            how long to hold for before returning to relaxed arm position.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.SpineBlendExagCPain">
            <summary>
            Sets the SpineBlendExagCPain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            true: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.SpineBlendZero">
            <summary>
            Sets the SpineBlendZero setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            spine is always blended with zero pose this much and up to 1 as the character become stationary.  If negative no blend is ever applied.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = -0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.BulletProofVest">
            <summary>
            Sets the BulletProofVest setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            looseness applied to spine is different if bulletProofVest is true.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AlwaysResetLooseness">
            <summary>
            Sets the AlwaysResetLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            looseness always reset on shotNewBullet even if previous looseness ramp still running.  Except for the neck which has it's own ramp.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AlwaysResetNeckLooseness">
            <summary>
            Sets the AlwaysResetNeckLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AngVelScale">
            <summary>
            Sets the AngVelScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AngVelScaleMask">
            <summary>
            Sets the AngVelScaleMask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).
            </summary>
            <remarks>
            Default value = fb.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.FlingWidth">
            <summary>
            Sets the FlingWidth setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Width of the fling behaviour.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.FlingTime">
            <summary>
            Sets the FlingTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Duration of the fling behaviour.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.TimeBeforeReachForWound">
            <summary>
            Sets the TimeBeforeReachForWound setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            time, in seconds, before the character begins to grab for the wound on the first hit.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ExagDuration">
            <summary>
            Sets the ExagDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            exaggerate bullet duration (at exagMag/exagTwistMag).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ExagMag">
            <summary>
            Sets the ExagMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            exaggerate bullet spine Lean magnitude.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ExagTwistMag">
            <summary>
            Sets the ExagTwistMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            exaggerate bullet spine Twist magnitude.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ExagSmooth2Zero">
            <summary>
            Sets the ExagSmooth2Zero setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            exaggerate bullet duration ramping to zero after exagDuration.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ExagZeroTime">
            <summary>
            Sets the ExagZeroTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CpainSmooth2Time">
            <summary>
            Sets the CpainSmooth2Time setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            conscious pain duration ramping from zero to cpainMag/cpainTwistMag.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CpainDuration">
            <summary>
            Sets the CpainDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CpainMag">
            <summary>
            Sets the CpainMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CpainTwistMag">
            <summary>
            Sets the CpainTwistMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CpainSmooth2Zero">
            <summary>
            Sets the CpainSmooth2Zero setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.Crouching">
            <summary>
            Sets the Crouching setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            is the guy crouching or not.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ChickenArms">
            <summary>
            Sets the ChickenArms setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.ReachForWound">
            <summary>
            Sets the ReachForWound setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.Fling">
            <summary>
            Sets the Fling setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AllowInjuredArm">
            <summary>
            Sets the AllowInjuredArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            injured arm code runs if arm hit (turns and steps and bends injured arm).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AllowInjuredLeg">
            <summary>
            Sets the AllowInjuredLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            when false injured leg is not bent and character does not bend to reach it.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AllowInjuredLowerLegReach">
            <summary>
            Sets the AllowInjuredLowerLegReach setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            when false don't try to reach for injured Lower Legs (shins/feet).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.AllowInjuredThighReach">
            <summary>
            Sets the AllowInjuredThighReach setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            when false don't try to reach for injured Thighs.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.StableHandsAndNeck">
            <summary>
            Sets the StableHandsAndNeck setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            additional stability for hands and neck (less loose).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.Melee">
            <summary>
            Sets the Melee setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.FallingReaction">
            <summary>
            Sets the FallingReaction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.UseExtendedCatchFall">
            <summary>
            Sets the UseExtendedCatchFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            keep the character active instead of relaxing at the end of the catch fall.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialWeaknessZeroDuration">
            <summary>
            Sets the InitialWeaknessZeroDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            duration for which the character's upper body stays at minimum stiffness (not quite zero).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialWeaknessRampDuration">
            <summary>
            Sets the InitialWeaknessRampDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            duration of the ramp to bring the character's upper body stiffness back to normal levels.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialNeckDuration">
            <summary>
            Sets the InitialNeckDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            duration for which the neck stays at intial stiffness/damping.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.InitialNeckRampDuration">
            <summary>
            Sets the InitialNeckRampDuration setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            duration of the ramp to bring the neck stiffness/damping back to normal levels.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.UseCStrModulation">
            <summary>
            Sets the UseCStrModulation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            if enabled upper and lower body strength scales with character strength, using the range given by parameters below.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CStrUpperMin">
            <summary>
            Sets the CStrUpperMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            proportions to what the strength would be normally.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CStrUpperMax">
            <summary>
            Sets the CStrUpperMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CStrLowerMin">
            <summary>
            Sets the CStrLowerMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.CStrLowerMax">
            <summary>
            Sets the CStrLowerMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHelper.DeathTime">
            <summary>
            Sets the DeathTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHelper"/>.
            time to death (HACK for underwater). If -ve don't ever die.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper">
            <summary>
            Send new wound information to the shot.  Can cause shot to restart it's performance in part or in whole.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotNewBulletHelper for sending a ShotNewBullet <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotNewBullet <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Send new wound information to the shot.  Can cause shot to restart it's performance in part or in whole.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.BodyPart">
            <summary>
            Sets the BodyPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper"/>.
            part ID on the body where the bullet hit.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 21.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.LocalHitPointInfo">
            <summary>
            Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper"/>.
            if true then normal and hitPoint should be supplied in local coordinates of bodyPart.  If false then normal and hitPoint should be supplied in World coordinates.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.Normal">
            <summary>
            Sets the Normal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper"/>.
            Normal coming out of impact point on character.  Can be local or global depending on localHitPointInfo.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, -1.0f).
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.HitPoint">
            <summary>
            Sets the HitPoint setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper"/>.
            position of impact on character. Can be local or global depending on localHitPointInfo.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper.BulletVel">
            <summary>
            Sets the BulletVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotNewBulletHelper"/>.
            bullet velocity in world coordinates.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            Min value = -2000.0f.
            Max value = 2000.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotSnapHelper for sending a ShotSnap <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotSnap <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.Snap">
            <summary>
            Sets the Snap setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            Add a Snap to shot.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapMag">
            <summary>
            Sets the SnapMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            The magnitude of the reaction.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapMovingMult">
            <summary>
            Sets the SnapMovingMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            movingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapBalancingMult">
            <summary>
            Sets the SnapBalancingMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            balancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapAirborneMult">
            <summary>
            Sets the SnapAirborneMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            airborneMult*snapMag = The magnitude of the reaction if airborne.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapMovingThresh">
            <summary>
            Sets the SnapMovingThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapDirectionRandomness">
            <summary>
            Sets the SnapDirectionRandomness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapLeftArm">
            <summary>
            Sets the SnapLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the leftArm.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapRightArm">
            <summary>
            Sets the SnapRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the rightArm.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapLeftLeg">
            <summary>
            Sets the SnapLeftLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the leftLeg.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapRightLeg">
            <summary>
            Sets the SnapRightLeg setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the rightLeg.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapSpine">
            <summary>
            Sets the SnapSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the spine.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapNeck">
            <summary>
            Sets the SnapNeck setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            snap the neck.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapPhasedLegs">
            <summary>
            Sets the SnapPhasedLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            Legs are either in phase with each other or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapHipType">
            <summary>
            Sets the SnapHipType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            type of hip reaction 0=none, 1=side2side 2=steplike.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapUseBulletDir">
            <summary>
            Sets the SnapUseBulletDir setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            Legs are either in phase with each other or not.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapHitPart">
            <summary>
            Sets the SnapHitPart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.UnSnapInterval">
            <summary>
            Sets the UnSnapInterval setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            Interval before applying reverse snap.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.UnSnapRatio">
            <summary>
            Sets the UnSnapRatio setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            The magnitude of the reverse snap.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper.SnapUseTorques">
            <summary>
            Sets the SnapUseTorques setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotSnapHelper"/>.
            use torques to make the snap otherwise use a change in the parts angular velocity.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper">
            <summary>
            configure the shockSpin effect in shot.  Spin/Lift the character using cheat torques/forces.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotShockSpin <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            configure the shockSpin effect in shot.  Spin/Lift the character using cheat torques/forces.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.AddShockSpin">
            <summary>
            Sets the AddShockSpin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            if enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.RandomizeShockSpinDirection">
            <summary>
            Sets the RandomizeShockSpinDirection setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            for use with close-range shotgun blasts, or similar.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.AlwaysAddShockSpin">
            <summary>
            Sets the AlwaysAddShockSpin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            if true, apply the shock spin no matter which body component was hit. otherwise only apply if the spine or clavicles get hit.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinMin">
            <summary>
            Sets the ShockSpinMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            minimum amount of torque to add if using shock-spin feature.
            </summary>
            <remarks>
            Default value = 50.0f.
            Min value = 0.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinMax">
            <summary>
            Sets the ShockSpinMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            maxiumum amount of torque to add if using shock-spin feature.
            </summary>
            <remarks>
            Default value = 90.0f.
            Min value = 0.0f.
            Max value = 1000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinLiftForceMult">
            <summary>
            Sets the ShockSpinLiftForceMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            if greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. this is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinDecayMult">
            <summary>
            Sets the ShockSpinDecayMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            multiplier used when decaying torque spin over time.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinScalePerComponent">
            <summary>
            Sets the ShockSpinScalePerComponent setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. each time, this value is used to scale it down. 0.5 means half the torque each time.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinMaxTwistVel">
            <summary>
            Sets the ShockSpinMaxTwistVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            shock spin ends when twist velocity is greater than this value (try 6.0).  If set to -1 does not stop.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 200.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinScaleByLeverArm">
            <summary>
            Sets the ShockSpinScaleByLeverArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            shock spin scales by lever arm of bullet i.e. bullet impact point to centre line.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinAirMult">
            <summary>
            Sets the ShockSpinAirMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            shockSpin's torque is multipied by this value when both the character's feet are not in contact.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpin1FootMult">
            <summary>
            Sets the ShockSpin1FootMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            shockSpin's torque is multipied by this value when the one of the character's feet are not in contact.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.ShockSpinFootGripMult">
            <summary>
            Sets the ShockSpinFootGripMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            shockSpin scales the torques applied to the feet by footSlipCompensation.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper.BracedSideSpinMult">
            <summary>
            Sets the BracedSideSpinMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotShockSpinHelper"/>.
            If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 1.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper">
            <summary>
            configure the fall to knees shot.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotFallToKnees <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            configure the fall to knees shot.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FallToKnees">
            <summary>
            Sets the FallToKnees setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkAlwaysChangeFall">
            <summary>
            Sets the FtkAlwaysChangeFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Always change fall behaviour.  If false only change when falling forward.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkBalanceTime">
            <summary>
            Sets the FtkBalanceTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            How long the balancer runs for before fallToKnees starts.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkHelperForce">
            <summary>
            Sets the FtkHelperForce setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Hip helper force magnitude - to help character lean over balance point of line between toes.
            </summary>
            <remarks>
            Default value = 200.0f.
            Min value = 0.0f.
            Max value = 2000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkHelperForceOnSpine">
            <summary>
            Sets the FtkHelperForceOnSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Helper force applied to spine3 aswell.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkLeanHelp">
            <summary>
            Sets the FtkLeanHelp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Help balancer lean amount - to help character lean over balance point of line between toes.  Half of this is also applied as hipLean.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 0.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkSpineBend">
            <summary>
            Sets the FtkSpineBend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -0.2f.
            Max value = 0.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkStiffSpine">
            <summary>
            Sets the FtkStiffSpine setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Stiffen spine when falling from knees (only if rds called).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkImpactLooseness">
            <summary>
            Sets the FtkImpactLooseness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkImpactLoosenessTime">
            <summary>
            Sets the FtkImpactLoosenessTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Time that looseness is applied after knee impacts.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkBendRate">
            <summary>
            Sets the FtkBendRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Rate at which the legs are bent to go from standing to on knees.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkHipBlend">
            <summary>
            Sets the FtkHipBlend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Blend from current hip to balancing on knees hip angle.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkLungeProb">
            <summary>
            Sets the FtkLungeProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Probability that a lunge reaction will be allowed.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkKneeSpin">
            <summary>
            Sets the FtkKneeSpin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            When on knees allow some spinning of the character.  If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkFricMult">
            <summary>
            Sets the FtkFricMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkHipAngleFall">
            <summary>
            Sets the FtkHipAngleFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Apply this hip angle when the character starts to fall backwards when on knees.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkPitchForwards">
            <summary>
            Sets the FtkPitchForwards setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkPitchBackwards">
            <summary>
            Sets the FtkPitchBackwards setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -0.5f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkFallBelowStab">
            <summary>
            Sets the FtkFallBelowStab setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkBalanceAbortThreshold">
            <summary>
            Sets the FtkBalanceAbortThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            when the character gives up and goes into a fall.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkOnKneesArmType">
            <summary>
            Sets the FtkOnKneesArmType setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut.
            </summary>
            <remarks>
            Default value = 2.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkReleaseReachForWound">
            <summary>
            Sets the FtkReleaseReachForWound setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Release the reachForWound this amount of time after the knees have hit.  If  LT  0.0 then keep reaching for wound regardless of fall/onground state.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkReachForWound">
            <summary>
            Sets the FtkReachForWound setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            true = Keep reaching for wound regardless of fall/onground state.  false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkReleasePointGun">
            <summary>
            Sets the FtkReleasePointGun setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            Override the pointGun when knees hit.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper.FtkFailMustCollide">
            <summary>
            Sets the FtkFailMustCollide setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFallToKneesHelper"/>.
            The upper body of the character must be colliding and other failure conditions met to fail.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper">
            <summary>
            configure the shot from behind reaction.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotFromBehindHelper for sending a ShotFromBehind <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotFromBehind <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            configure the shot from behind reaction.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.ShotFromBehind">
            <summary>
            Sets the ShotFromBehind setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbSpineAmount">
            <summary>
            Sets the SfbSpineAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            SpineBend.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbNeckAmount">
            <summary>
            Sets the SfbNeckAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            Neck Bend.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbHipAmount">
            <summary>
            Sets the SfbHipAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            hip Pitch.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbKneeAmount">
            <summary>
            Sets the SfbKneeAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            knee bend.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbPeriod">
            <summary>
            Sets the SfbPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            shotFromBehind reaction period after being shot.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbForceBalancePeriod">
            <summary>
            Sets the SfbForceBalancePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            amount of time not taking a step.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbArmsOnset">
            <summary>
            Sets the SfbArmsOnset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            amount of time before applying spread out arms pose.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbKneesOnset">
            <summary>
            Sets the SfbKneesOnset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            amount of time before bending knees a bit.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbNoiseGain">
            <summary>
            Sets the SfbNoiseGain setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            Controls additional independent randomized bending of left/right elbows.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper.SfbIgnoreFail">
            <summary>
            Sets the SfbIgnoreFail setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotFromBehindHelper"/>.
            0=balancer fails as normal,  1= ignore backArchedBack and leanedTooFarBack balancer failures,  2= ignore backArchedBack balancer failure only,  3= ignore leanedTooFarBack balancer failure only.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper">
            <summary>
            configure the shot in guts reaction.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotInGutsHelper for sending a ShotInGuts <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotInGuts <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            configure the shot in guts reaction.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.ShotInGuts">
            <summary>
            Sets the ShotInGuts setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigSpineAmount">
            <summary>
            Sets the SigSpineAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            SpineBend.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigNeckAmount">
            <summary>
            Sets the SigNeckAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            Neck Bend.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigHipAmount">
            <summary>
            Sets the SigHipAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            hip Pitch.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigKneeAmount">
            <summary>
            Sets the SigKneeAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            knee bend.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigPeriod">
            <summary>
            Sets the SigPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            active time after being shot.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigForceBalancePeriod">
            <summary>
            Sets the SigForceBalancePeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            amount of time not taking a step.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper.SigKneesOnset">
            <summary>
            Sets the SigKneesOnset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotInGutsHelper"/>.
            amount of time not taking a step.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotHeadLookHelper for sending a ShotHeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotHeadLook <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            Use headLook.  Default: looks at provided target or if this is zero -  looks forward or in velocity direction. If reachForWound is enabled, switches between looking at the wound and at the default target.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.HeadLook">
            <summary>
            Sets the HeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            position to look at with headlook flag.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.HeadLookAtWoundMinTimer">
            <summary>
            Sets the HeadLookAtWoundMinTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            Min time to look at wound.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.HeadLookAtWoundMaxTimer">
            <summary>
            Sets the HeadLookAtWoundMaxTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            Max time to look at wound.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.HeadLookAtHeadPosMaxTimer">
            <summary>
            Sets the HeadLookAtHeadPosMaxTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            Min time to look headLook or if zero - forward or in velocity direction.
            </summary>
            <remarks>
            Default value = 1.7f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper.HeadLookAtHeadPosMinTimer">
            <summary>
            Sets the HeadLookAtHeadPosMinTimer setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotHeadLookHelper"/>.
            Max time to look headLook or if zero - forward or in velocity direction.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper">
            <summary>
            configure the arm reactions in shot.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the ShotConfigureArms <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            configure the arm reactions in shot.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Brace">
            <summary>
            Sets the Brace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            blind brace with arms if appropriate.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.PointGun">
            <summary>
            Sets the PointGun setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Point gun if appropriate.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.UseArmsWindmill">
            <summary>
            Sets the UseArmsWindmill setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            armsWindmill if going backwards fast enough.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.ReleaseWound">
            <summary>
            Sets the ReleaseWound setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            release wound if going sideways/forward fast enough.  0 = don't. 1 = only if bracing. 2 = any default arm reaction.
            </summary>
            <remarks>
            Default value = 1.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.ReachFalling">
            <summary>
            Sets the ReachFalling setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            reachForWound when falling 0 = false, 1 = true, 2 = once per shot performance.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.ReachFallingWithOneHand">
            <summary>
            Sets the ReachFallingWithOneHand setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Force character to reach for wound with only one hand when falling or fallen.  0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible, 3 = one handed but automatic (allows switching of hands).
            </summary>
            <remarks>
            Default value = 3.
            Min value = 0.
            Max value = 3.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.ReachOnFloor">
            <summary>
            Sets the ReachOnFloor setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            reachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AlwaysReachTime">
            <summary>
            Sets the AlwaysReachTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Inhibit arms brace for this amount of time after reachForWound has begun.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AWSpeedMult">
            <summary>
            Sets the AWSpeedMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). eg. lowering the value increases the range of velocity that the 0-1.5 is applied over.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AWRadiusMult">
            <summary>
            Sets the AWRadiusMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). eg. lowering the value increases the range of velocity that the 0-0.45 is applied over.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AWStiffnessAdd">
            <summary>
            Sets the AWStiffnessAdd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.ReachWithOneHand">
            <summary>
            Sets the ReachWithOneHand setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Force character to reach for wound with only one hand.  0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AllowLeftPistolRFW">
            <summary>
            Sets the AllowLeftPistolRFW setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Allow character to reach for wound with left hand if holding a pistol.  It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.AllowRightPistolRFW">
            <summary>
            Sets the AllowRightPistolRFW setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.RfwWithPistol">
            <summary>
            Sets the RfwWithPistol setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Override pointGun and reachForWound if desired if holding a pistol.  It never will for a rifle.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2">
            <summary>
            Sets the Fling2 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Type of reaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2Left">
            <summary>
            Sets the Fling2Left setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Fling the left arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2Right">
            <summary>
            Sets the Fling2Right setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Fling the right arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2OverrideStagger">
            <summary>
            Sets the Fling2OverrideStagger setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Override stagger arms even if staggerFall:m_upperBodyReaction = true.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2TimeBefore">
            <summary>
            Sets the Fling2TimeBefore setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2Time">
            <summary>
            Sets the Fling2Time setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Duration of the fling behaviour.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffL">
            <summary>
            Sets the Fling2MStiffL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            MuscleStiffness of the left arm.  If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffR">
            <summary>
            Sets the Fling2MStiffR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            MuscleStiffness of the right arm.  If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeL">
            <summary>
            Sets the Fling2RelaxTimeL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Maximum time before the left arm relaxes in the fling.  It will relax automatically when the arm has completed it's bent arm fling.  This is what causes the arm to straighten.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeR">
            <summary>
            Sets the Fling2RelaxTimeR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Maximum time before the right arm relaxes in the fling.  It will relax automatically when the arm has completed it's bent arm fling.  This is what causes the arm to straighten.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinL">
            <summary>
            Sets the Fling2AngleMinL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Min fling angle for left arm.  Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. positive is up, 0 shoulder level, negative down.
            </summary>
            <remarks>
            Default value = -1.5f.
            Min value = -1.5f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxL">
            <summary>
            Sets the Fling2AngleMaxL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Max fling angle for left arm.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.5f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinR">
            <summary>
            Sets the Fling2AngleMinR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Min fling angle for right arm.
            </summary>
            <remarks>
            Default value = -1.5f.
            Min value = -1.5f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxR">
            <summary>
            Sets the Fling2AngleMaxR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Max fling angle for right arm.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.5f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinL">
            <summary>
            Sets the Fling2LengthMinL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Min left arm length.  Armlength is random in the range fling2LengthMin:fling2LengthMax.  Armlength maps one to one with elbow angle.  (These values are scaled internally for the female character).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.3f.
            Max value = 0.6f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxL">
            <summary>
            Sets the Fling2LengthMaxL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Max left arm length.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.3f.
            Max value = 0.6f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinR">
            <summary>
            Sets the Fling2LengthMinR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Min right arm length.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.3f.
            Max value = 0.6f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxR">
            <summary>
            Sets the Fling2LengthMaxR setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Max right arm length.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.3f.
            Max value = 0.6f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.Bust">
            <summary>
            Sets the Bust setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Has the character got a bust.  If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.BustElbowLift">
            <summary>
            Sets the BustElbowLift setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3).
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.CupSize">
            <summary>
            Sets the CupSize setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            Amount reach target to bust (spine2) will be offset forward by.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper.CupBust">
            <summary>
            Sets the CupBust setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.ShotConfigureArmsHelper"/>.
            All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). bustElbowLift and cupSize are ignored.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper">
            <summary>
            Clone of High Fall with a wider range of operating conditions.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the SmartFallHelper for sending a SmartFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the SmartFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
            <remarks>
            Clone of High Fall with a wider range of operating conditions.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Bodydamping">
            <summary>
            Sets the Bodydamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            The damping of the joints.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 3.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Catchfalltime">
            <summary>
            Sets the Catchfalltime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            The length of time before the impact that the character transitions to the landing.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.CrashOrLandCutOff">
            <summary>
            Sets the CrashOrLandCutOff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out).  NB: never does bailout if ignorWorldCollisions true.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.PdStrength">
            <summary>
            Sets the PdStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Strength of the controller to keep the character at angle aimAngleBase from vertical.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.PdDamping">
            <summary>
            Sets the PdDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical.  The actual damping is pdDamping*pdStrength*constant*angVel.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ArmAngSpeed">
            <summary>
            Sets the ArmAngSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            arm circling speed in armWindMillAdaptive.
            </summary>
            <remarks>
            Default value = 7.9f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ArmAmplitude">
            <summary>
            Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            in armWindMillAdaptive.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ArmPhase">
            <summary>
            Sets the ArmPhase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            in armWindMillAdaptive 3.1 opposite for stuntman.  1.0 old default.  0.0 in phase.
            </summary>
            <remarks>
            Default value = 3.1f.
            Min value = 0.0f.
            Max value = 6.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ArmBendElbows">
            <summary>
            Sets the ArmBendElbows setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            in armWindMillAdaptive bend the elbows as a function of armAngle.  For stuntman true otherwise false.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LegRadius">
            <summary>
            Sets the LegRadius setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            radius of legs on pedal.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 0.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LegAngSpeed">
            <summary>
            Sets the LegAngSpeed setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            in pedal.
            </summary>
            <remarks>
            Default value = 7.9f.
            Min value = 0.0f.
            Max value = 15.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LegAsymmetry">
            <summary>
            Sets the LegAsymmetry setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            0.0 for stuntman.  Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.
            </summary>
            <remarks>
            Default value = 4.0f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Arms2LegsPhase">
            <summary>
            Sets the Arms2LegsPhase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            phase angle between the arms and legs circling angle.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 6.5f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Arms2LegsSync">
            <summary>
            Sets the Arms2LegsSync setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Syncs the arms angle to what the leg angle is.
            </summary>
            <remarks>
            Default value = <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.AlwaysSynced"/>.
            All speed/direction parameters of armswindmill are overwritten if = <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.AlwaysSynced"/>.
            If <see cref="F:CitizenFX.FiveM.NaturalMotion.Synchroisation.SyncedAtStart"/> and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ArmsUp">
            <summary>
            Sets the ArmsUp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down.   LT -2.0 use catchFall arms,  LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.
            </summary>
            <remarks>
            Default value = -3.1f.
            Min value = -4.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.OrientateBodyToFallDirection">
            <summary>
            Sets the OrientateBodyToFallDirection setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            toggle to orientate to fall direction.  i.e. orientate so that the character faces the horizontal velocity direction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.OrientateTwist">
            <summary>
            Sets the OrientateTwist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            If false don't worry about the twist angle of the character when orientating the character.  If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.OrientateMax">
            <summary>
            Sets the OrientateMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            DEVEL parameter - suggest you don't edit it.  Maximum torque the orientation controller can apply.  If 0 then no helper torques will be used.  300 will orientate the character soflty for all but extreme angles away from aimAngleBase.  If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.
            </summary>
            <remarks>
            Default value = 300.0f.
            Min value = 0.0f.
            Max value = 2000.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.AlanRickman">
            <summary>
            Sets the AlanRickman setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            If true then orientate the character to face the point from where it started falling.  HighFall like the one in dieHard with Alan Rickman.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.FowardRoll">
            <summary>
            Sets the FowardRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Try to execute a forward Roll on landing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.UseZeroPose_withFowardRoll">
            <summary>
            Sets the UseZeroPose_withFowardRoll setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Blend to a zero pose when forward roll is attempted.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.AimAngleBase">
            <summary>
            Sets the AimAngleBase setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Angle from vertical the pdController is driving to ( positive = forwards).
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -3.1f.
            Max value = 3.1f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.FowardVelRotation">
            <summary>
            Sets the FowardVelRotation setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            scale to add/subtract from aimAngle based on forward speed (Internal).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.FootVelCompScale">
            <summary>
            Sets the FootVelCompScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.SideD">
            <summary>
            Sets the SideD setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            sideoffset for the feet during prepareForLanding. +ve = right.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.FowardOffsetOfLegIK">
            <summary>
            Sets the FowardOffsetOfLegIK setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Forward offset for the feet during prepareForLanding.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LegL">
            <summary>
            Sets the LegL setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Leg Length for ik (Internal)//unused.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.CatchFallCutOff">
            <summary>
            Sets the CatchFallCutOff setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff.
            </summary>
            <remarks>
            Default value = 0.9f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LegStrength">
            <summary>
            Sets the LegStrength setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Strength of the legs at landing.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Balance">
            <summary>
            Sets the Balance setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            If true have enough strength to balance.  If false not enough strength in legs to balance (even though bodyBlance called).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.IgnorWorldCollisions">
            <summary>
            Sets the IgnorWorldCollisions setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Never go into bailout (foetal).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.AdaptiveCircling">
            <summary>
            Sets the AdaptiveCircling setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            stuntman type fall.  Arm and legs circling direction controlled by angmom and orientation.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Hula">
            <summary>
            Sets the Hula setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            With stuntman type fall.  Hula reaction if can't see floor and not rotating fast.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.MaxSpeedForRecoverableFall">
            <summary>
            Sets the MaxSpeedForRecoverableFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Character needs to be moving less than this speed to consider fall as a recoverable one.
            </summary>
            <remarks>
            Default value = 15.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.MinSpeedForBrace">
            <summary>
            Sets the MinSpeedForBrace setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.LandingNormal">
            <summary>
            Sets the LandingNormal setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsForceMag">
            <summary>
            Sets the RdsForceMag setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            </summary>
            <remarks>
            Default value = 0.8f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsTargetLinVeDecayTime">
            <summary>
            Sets the RdsTargetLinVeDecayTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            RDS: Time for the targetlinearVelocity to decay to zero.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsTargetLinearVelocity">
            <summary>
            Sets the RdsTargetLinearVelocity setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 30.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsUseStartingFriction">
            <summary>
            Sets the RdsUseStartingFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsStartingFriction">
            <summary>
            Sets the RdsStartingFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsStartingFrictionMin">
            <summary>
            Sets the RdsStartingFrictionMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.RdsForceVelThreshold">
            <summary>
            Sets the RdsForceVelThreshold setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Velocity threshold under which RDS force mag will be applied.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.InitialState">
            <summary>
            Sets the InitialState setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier.
            </summary>
            <remarks>
            Default value = 0.
            Min value = 0.
            Max value = 7.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ChangeExtremityFriction">
            <summary>
            Sets the ChangeExtremityFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Allow friction changes to be applied to the hands and feet.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.Teeter">
            <summary>
            Sets the Teeter setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Set up an immediate teeter in the direction of trave if initial state is SF_Balance.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.TeeterOffset">
            <summary>
            Sets the TeeterOffset setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behaviour.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.StopRollingTime">
            <summary>
            Sets the StopRollingTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Time in seconds before ped should start actively trying to stop rolling.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ReboundScale">
            <summary>
            Sets the ReboundScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Scale for rebound assistance.  0=off, 1=very bouncy, 2=jbone crazy  Try 0.5?.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ReboundMask">
            <summary>
            Sets the ReboundMask setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Part mask to apply rebound assistance.
            </summary>
            <remarks>
            Default value = uk.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.ForceHeadAvoid">
            <summary>
            Sets the ForceHeadAvoid setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Force head avoid to be active during Catch Fall even when character is not on the ground.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.CfZAxisSpinReduction">
            <summary>
            Sets the CfZAxisSpinReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Pass-through parameter for Catch Fall spin reduction.  Increase to stop more spin. 0..1.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.SplatWhenStopped">
            <summary>
            Sets the SplatWhenStopped setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Transition to splat state when com vel is below value, regardless of character health or fall velocity.  Set to zero to disable.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.BlendHeadWhenStopped">
            <summary>
            Sets the BlendHeadWhenStopped setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Blend head to neutral pose com vel approaches zero.  Linear between zero and value.  Set to zero to disable.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.SmartFallHelper.SpreadLegs">
            <summary>
            Sets the SpreadLegs setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.SmartFallHelper"/>.
            Spread legs amount for Pedal during fall.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the StaggerFallHelper for sending a StaggerFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the StaggerFall <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            stiffness of arms. catch_fall's stiffness scales with this value, but has default values when this is default.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.ArmDamping">
            <summary>
            Sets the ArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Sets damping value for the arms.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.SpineDamping">
            <summary>
            Sets the SpineDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.SpineStiffness">
            <summary>
            Sets the SpineStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.ArmStiffnessStart">
            <summary>
            Sets the ArmStiffnessStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            armStiffness during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.ArmDampingStart">
            <summary>
            Sets the ArmDampingStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            armDamping during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.SpineDampingStart">
            <summary>
            Sets the SpineDampingStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            spineDamping during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.SpineStiffnessStart">
            <summary>
            Sets the SpineStiffnessStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            spineStiffness during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TimeAtStartValues">
            <summary>
            Sets the TimeAtStartValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.RampTimeFromStartValues">
            <summary>
            Sets the RampTimeFromStartValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues).
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.StaggerStepProb">
            <summary>
            Sets the StaggerStepProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Probability per step of time spent in a stagger step.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.StepsTillStartEnd">
            <summary>
            Sets the StepsTillStartEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            steps taken before lowerBodyStiffness starts ramping down by perStepReduction1.
            </summary>
            <remarks>
            Default value = 2.
            Min value = 0.
            Max value = 100.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TimeStartEnd">
            <summary>
            Sets the TimeStartEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            time from start of behaviour before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.RampTimeToEndValues">
            <summary>
            Sets the RampTimeToEndValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LowerBodyStiffness">
            <summary>
            Sets the LowerBodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            lowerBodyStiffness should be 12.
            </summary>
            <remarks>
            Default value = 13.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LowerBodyStiffnessEnd">
            <summary>
            Sets the LowerBodyStiffnessEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            lowerBodyStiffness at end.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.PredictionTime">
            <summary>
            Sets the PredictionTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.PerStepReduction1">
            <summary>
            Sets the PerStepReduction1 setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            LowerBody stiffness will be reduced every step to make the character fallover.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LeanInDirRate">
            <summary>
            Sets the LeanInDirRate setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            leanInDirection will be increased from 0 to leanInDirMax linearly at this rate.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LeanInDirMaxF">
            <summary>
            Sets the LeanInDirMaxF setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Max of leanInDirection magnitude when going forwards.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LeanInDirMaxB">
            <summary>
            Sets the LeanInDirMaxB setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Max of leanInDirection magnitude when going backwards.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LeanHipsMaxF">
            <summary>
            Sets the LeanHipsMaxF setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Max of leanInDirectionHips magnitude when going forwards.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.LeanHipsMaxB">
            <summary>
            Sets the LeanHipsMaxB setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Max of leanInDirectionHips magnitude when going backwards.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.Lean2multF">
            <summary>
            Sets the Lean2multF setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Lean of spine to side in side velocity direction when going forwards.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -5.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.Lean2multB">
            <summary>
            Sets the Lean2multB setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Lean of spine to side in side velocity direction when going backwards.
            </summary>
            <remarks>
            Default value = -2.0f.
            Min value = -5.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.PushOffDist">
            <summary>
            Sets the PushOffDist setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum.  Increase to lower the probability of the pushOff making the character bouncy.
            </summary>
            <remarks>
            Default value = 0.2f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.MaxPushoffVel">
            <summary>
            Sets the MaxPushoffVel setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value.  The higher it is the the less this functionality is applied.  If it is very low or negative this can stop the pushOff altogether.
            </summary>
            <remarks>
            Default value = 20.0f.
            Min value = -20.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.HipBendMult">
            <summary>
            Sets the HipBendMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            hipBend scaled with velocity.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.AlwaysBendForwards">
            <summary>
            Sets the AlwaysBendForwards setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            bend forwards at the hip (hipBendMult) whether moving backwards or forwards.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.SpineBendMult">
            <summary>
            Sets the SpineBendMult setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            spine bend scaled with velocity.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = -10.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.HeadLookPos">
            <summary>
            Sets the HeadLookPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            position of thing to look at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.HeadLookInstanceIndex">
            <summary>
            Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            level index of thing to look at.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.HeadLookAtVelProb">
            <summary>
            Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TurnOffProb">
            <summary>
            Sets the TurnOffProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability that turn will be off. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.Turn2TargetProb">
            <summary>
            Sets the Turn2TargetProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability of turning towards headLook target. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.Turn2VelProb">
            <summary>
            Sets the Turn2VelProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability of turning towards velocity. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TurnAwayProb">
            <summary>
            Sets the TurnAwayProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability of turning away from headLook target. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TurnLeftProb">
            <summary>
            Sets the TurnLeftProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability of turning left. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.TurnRightProb">
            <summary>
            Sets the TurnRightProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            Weighted Probability of turning right. This is one of six turn type weights.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.UseBodyTurn">
            <summary>
            Sets the UseBodyTurn setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper.UpperBodyReaction">
            <summary>
            Sets the UpperBodyReaction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.StaggerFallHelper"/>.
            enable upper body reaction ie blindBrace and armswindmill.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.TeeterHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the TeeterHelper for sending a Teeter <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Teeter <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.EdgeLeft">
            <summary>
            Sets the EdgeLeft setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Defines the left edge point (left of character facing edge).
            </summary>
            <remarks>
            Default value = Vector3(39.5f, 38.9f, 21.1f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.EdgeRight">
            <summary>
            Sets the EdgeRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Defines the right edge point (right of character facing edge).
            </summary>
            <remarks>
            Default value = Vector3(39.5f, 39.9f, 21.1f).
            Min value = 0.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.UseExclusionZone">
            <summary>
            Sets the UseExclusionZone setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            stop stepping across the line defined by edgeLeft and edgeRight.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.CallHighFall">
            <summary>
            Sets the CallHighFall setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            call highFall if fallen over the edge.  If false just call blended writhe (to go over the top of the fall behaviour of the underlying behaviour e.g. bodyBalance).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.LeanAway">
            <summary>
            Sets the LeanAway setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            lean away from the edge based on velocity towards the edge (if closer than 2m from edge).
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.PreTeeterTime">
            <summary>
            Sets the PreTeeterTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Time-to-edge threshold to start pre-teeter (windmilling, etc).
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.LeanAwayTime">
            <summary>
            Sets the LeanAwayTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Time-to-edge threshold to start leaning away from a potential fall.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.LeanAwayScale">
            <summary>
            Sets the LeanAwayScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Scales stay upright lean and hip pitch.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.TeeterHelper.TeeterTime">
            <summary>
            Sets the TeeterTime setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.TeeterHelper"/>.
            Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc).
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the UpperBodyFlinchHelper for sending a UpperBodyFlinch <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the UpperBodyFlinch <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.HandDistanceLeftRight">
            <summary>
            Sets the HandDistanceLeftRight setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Left-Right distance between the hands.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.HandDistanceFrontBack">
            <summary>
            Sets the HandDistanceFrontBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Front-Back distance between the hands.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.HandDistanceVertical">
            <summary>
            Sets the HandDistanceVertical setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Vertical distance between the hands.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.BodyStiffness">
            <summary>
            Sets the BodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            stiffness of body. Value carries over to head look, spine twist.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.BodyDamping">
            <summary>
            Sets the BodyDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            damping value used for upper body.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.BackBendAmount">
            <summary>
            Sets the BackBendAmount setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Amount to bend the back during the flinch.
            </summary>
            <remarks>
            Default value = -0.6f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.UseRightArm">
            <summary>
            Sets the UseRightArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Toggle to use the right arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.UseLeftArm">
            <summary>
            Sets the UseLeftArm setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Toggle to Use the Left arm.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.NoiseScale">
            <summary>
            Sets the NoiseScale setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Amplitude of the perlin noise applied to the arms positions in the flicnh to the front part of the behaviour.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.NewHit">
            <summary>
            Sets the NewHit setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Relaxes the character for 1 frame if set.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.ProtectHeadToggle">
            <summary>
            Sets the ProtectHeadToggle setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Always protect head. Note if false then character flinches if target is in front, protects head if target is behind.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.DontBraceHead">
            <summary>
            Sets the DontBraceHead setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            don't protect head only brace from front. Turned on by bcr.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.ApplyStiffness">
            <summary>
            Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Turned of by bcr.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.HeadLookAwayFromTarget">
            <summary>
            Sets the HeadLookAwayFromTarget setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Look away from target (unless protecting head then look between feet).
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            Use headlook.
            </summary>
            <remarks>
            Default value = True.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.TurnTowards">
            <summary>
            Sets the TurnTowards setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. NB.There is a 50% chance that the character will not turn even if this parameter is set to turn.
            </summary>
            <remarks>
            Default value = 1.
            Min value = -2.
            Max value = 2.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper.Pos">
            <summary>
            Sets the Pos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.UpperBodyFlinchHelper"/>.
            position in world-space of object to flinch from.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.NaturalMotion.YankedHelper.#ctor(CitizenFX.FiveM.Ped)">
            <summary>
            Creates a new Instance of the YankedHelper for sending a Yanked <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.FiveM.Ped"/>. 
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to send the Yanked <see cref="T:CitizenFX.FiveM.NaturalMotion.Message"/> to.</param>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.ArmStiffness">
            <summary>
            Sets the ArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            stiffness of arms when upright.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.ArmDamping">
            <summary>
            Sets the ArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Sets damping value for the arms when upright.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineDamping">
            <summary>
            Sets the SpineDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Spine Damping when upright.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineStiffness">
            <summary>
            Sets the SpineStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Spine Stiffness  when upright...
            </summary>
            <remarks>
            Default value = 10.0f.
            Min value = 6.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.ArmStiffnessStart">
            <summary>
            Sets the ArmStiffnessStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            armStiffness during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.ArmDampingStart">
            <summary>
            Sets the ArmDampingStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            armDamping during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineDampingStart">
            <summary>
            Sets the SpineDampingStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            spineDamping during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineStiffnessStart">
            <summary>
            Sets the SpineStiffnessStart setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            spineStiffness during the yanked timescale ie timeAtStartValues.
            </summary>
            <remarks>
            Default value = 3.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.TimeAtStartValues">
            <summary>
            Sets the TimeAtStartValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect.
            </summary>
            <remarks>
            Default value = 0.4f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.RampTimeFromStartValues">
            <summary>
            Sets the RampTimeFromStartValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues).
            </summary>
            <remarks>
            Default value = 0.1f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.StepsTillStartEnd">
            <summary>
            Sets the StepsTillStartEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            steps taken before lowerBodyStiffness starts ramping down.
            </summary>
            <remarks>
            Default value = 2.
            Min value = 0.
            Max value = 100.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.TimeStartEnd">
            <summary>
            Sets the TimeStartEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            time from start of behaviour before lowerBodyStiffness starts ramping down by perStepReduction1.
            </summary>
            <remarks>
            Default value = 100.0f.
            Min value = 0.0f.
            Max value = 100.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.RampTimeToEndValues">
            <summary>
            Sets the RampTimeToEndValues setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.
            </summary>
            <remarks>
            Default value = 0.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.LowerBodyStiffness">
            <summary>
            Sets the LowerBodyStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            lowerBodyStiffness should be 12.
            </summary>
            <remarks>
            Default value = 12.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.LowerBodyStiffnessEnd">
            <summary>
            Sets the LowerBodyStiffnessEnd setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            lowerBodyStiffness at end.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.PerStepReduction">
            <summary>
            Sets the PerStepReduction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            LowerBody stiffness will be reduced every step to make the character fallover.
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HipPitchForward">
            <summary>
            Sets the HipPitchForward setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Amount to bend forward at the hips (+ve forward, -ve backwards).  Behaviour switches between hipPitchForward and hipPitchBack.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = -1.3f.
            Max value = 1.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HipPitchBack">
            <summary>
            Sets the HipPitchBack setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Amount to bend backwards at the hips (+ve backwards, -ve forwards).  Behaviour switches between hipPitchForward and hipPitchBack.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = -1.3f.
            Max value = 1.3f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineBend">
            <summary>
            Sets the SpineBend setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Bend/Twist the spine amount.
            </summary>
            <remarks>
            Default value = 0.7f.
            Min value = 0.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.FootFriction">
            <summary>
            Sets the FootFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Foot friction when standing/stepping.  0.5 gives a good slide sometimes.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.TurnThresholdMin">
            <summary>
            Sets the TurnThresholdMin setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = -0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.TurnThresholdMax">
            <summary>
            Sets the TurnThresholdMax setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.
            </summary>
            <remarks>
            Default value = 0.6f.
            Min value = -0.1f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.UseHeadLook">
            <summary>
            Sets the UseHeadLook setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            enable and provide a look-at target to make the character's head turn to face it while balancing.
            </summary>
            <remarks>
            Default value = False.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HeadLookPos">
            <summary>
            Sets the HeadLookPos setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            position of thing to look at.
            </summary>
            <remarks>
            Default value = Vector3(0.0f, 0.0f, 0.0f).
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HeadLookInstanceIndex">
            <summary>
            Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            level index of thing to look at.
            </summary>
            <remarks>
            Default value = -1.
            Min value = -1.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HeadLookAtVelProb">
            <summary>
            Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
            </summary>
            <remarks>
            Default value = -1.0f.
            Min value = -1.0f.
            Max value = 1.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.ComVelRDSThresh">
            <summary>
            Sets the ComVelRDSThresh setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            for handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start.
            </summary>
            <remarks>
            Default value = 2.0f.
            Min value = 0.0f.
            Max value = 20.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HulaPeriod">
            <summary>
            Sets the HulaPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            0.25 A complete wiggle will take 4*hulaPeriod.
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.HipAmplitude">
            <summary>
            Sets the HipAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Amount of hip movement.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.SpineAmplitude">
            <summary>
            Sets the SpineAmplitude setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Amount of spine movement.
            </summary>
            <remarks>
            Default value = 1.0f.
            Min value = 0.0f.
            Max value = 4.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.MinRelaxPeriod">
            <summary>
            Sets the MinRelaxPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
            </summary>
            <remarks>
            Default value = 0.3f.
            Min value = -5.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.MaxRelaxPeriod">
            <summary>
            Sets the MaxRelaxPeriod setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
            </summary>
            <remarks>
            Default value = 1.5f.
            Min value = -5.0f.
            Max value = 5.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.RollHelp">
            <summary>
            Sets the RollHelp setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Amount of cheat torque applied to turn the character over.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundLegStiffness">
            <summary>
            Sets the GroundLegStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Leg Stiffness when on the ground.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundArmStiffness">
            <summary>
            Sets the GroundArmStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Arm Stiffness when on the ground.
            </summary>
            <remarks>
            Default value = 11.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundSpineStiffness">
            <summary>
            Sets the GroundSpineStiffness setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Spine Stiffness when on the ground.
            </summary>
            <remarks>
            Default value = 14.0f.
            Min value = 0.0f.
            Max value = 16.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundLegDamping">
            <summary>
            Sets the GroundLegDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Leg Damping when on the ground.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundArmDamping">
            <summary>
            Sets the GroundArmDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Arm Damping when on the ground.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundSpineDamping">
            <summary>
            Sets the GroundSpineDamping setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Spine Damping when on the ground.
            </summary>
            <remarks>
            Default value = 0.5f.
            Min value = 0.0f.
            Max value = 2.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.NaturalMotion.YankedHelper.GroundFriction">
            <summary>
            Sets the GroundFriction setting for this <see cref="T:CitizenFX.FiveM.NaturalMotion.YankedHelper"/>.
            Friction multiplier on bodyParts when on ground.  Character can look too slidy with groundFriction = 1.  Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.
            </summary>
            <remarks>
            Default value = 8.0f.
            Min value = 0.0f.
            Max value = 10.0f.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Game.Version">
            <summary>
            Gets the current GameVersion.
            </summary>	
        </member>
        <member name="P:CitizenFX.FiveM.Game.Language">
            <summary>
            Gets the game Language.
            </summary>		
        </member>
        <member name="P:CitizenFX.FiveM.Game.GameTime">
            <summary>
            Gets how many milliseconds the game has been open in this session
            </summary> 
        </member>
        <member name="P:CitizenFX.FiveM.Game.TimeScale">
            <summary>
            Sets the time scale of the Game.
            </summary>
            <value>
            The Time Scale, only accepts values in range 0.0f to 1.0f
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.FrameCount">
            <summary>
            Gets the total number of frames that's been rendered in this session.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.FPS">
            <summary>
            Gets the current frame rate per second.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.LastFrameTime">
            <summary>
            Gets the time it currently takes to render a frame, in seconds.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.MaxWantedLevel">
            <summary>
            Gets or sets the maximum wanted level a <see cref="P:CitizenFX.FiveM.Game.Player"/> can receive.
            </summary>
            <value>
            The maximum wanted level, only accepts values 0 to 5
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.WantedMultiplier">
            <summary>
            Sets the wanted level multiplier
            </summary>
            <value>
            The multiplier to apply to a players wanted level
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.ShowsPoliceBlipsOnRadar">
            <summary>
            Sets a value indicating whether Police <see cref="T:CitizenFX.FiveM.Blip"/>s should be visible on the Minimap
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.RadioStation">
            <summary>
            Gets or sets the radio station.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.Player">
            <summary>
            Gets the <see cref="P:CitizenFX.FiveM.Game.Player"/> that you are controling
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.PlayerPed">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Ped"/> that you are controling
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.Nightvision">
            <summary>
            Gets or sets a value indicating whether to render the world with a night vision filter
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.ThermalVision">
            <summary>
            Gets or sets a value indicating whether to render the world with a thermal vision filter
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsMissionActive">
            <summary>
            Gets or sets a value informing the Game Engine if a mission is in progress
            </summary>
            <value>
            if <c>true</c> a mission is currently active; otherwise, <c>false</c>
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsRandomEventActive">
            <summary>
            Gets or sets a value informing the Game Engine if a random event is in progress.
            </summary>
            <value>
            if <c>true</c> a random event is currently active; otherwise, <c>false</c>
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsCutsceneActive">
            <summary>
            Gets or a value indicating whether the cutscene is active.
            </summary>
            <value>
            if <c>true</c> a cutscene is currently active; otherwise, <c>false</c>
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsWaypointActive">
            <summary>
            Gets a value indicating whether there is a Waypoint set
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsPaused">
            <summary>
            Gets or sets a value indicating whether the game is paused
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.IsLoading">
            <summary>
            Gets a value indicating whether there is a loading screen being displayed
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Game.CurrentInputMode">
            <summary>
            Gets whether the last input was made with a GamePad or Keyboard and Mouse
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Game.WasButtonCombinationJustEntered(CitizenFX.FiveM.ButtonCombination)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.ButtonCombination"/> was entered.
            </summary>
            <param name="combination">The <see cref="T:CitizenFX.FiveM.ButtonCombination"/> to check against.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.ButtonCombination"/> was just entered; otherwise, <c>false</c></returns>
            <remarks>
            Only works for Gamepad inputs
            Cheat combinations use the same system
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.Game.WasCheatStringJustEntered(System.String)">
            <summary>
            Gets whether a cheat code was entered into the cheat text box
            </summary>
            <param name="cheat">The name of the cheat to check.</param>
            <returns><c>true</c> if the cheat was just entered; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsControlPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is currently pressed
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> is pressed; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsControlJustPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> was just pressed this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsControlJustReleased(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> was just released this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just released this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsEnabledControlPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Enabled this frame and is currently pressed
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> is pressed; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsEnabledControlJustPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Enabled and was just pressed this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsEnabledControlJustReleased(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Enabled and was just released this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just released this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsDisabledControlPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Disabled this frame and is currently pressed
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> is pressed; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsDisabledControlJustPressed(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Disabled and was just pressed this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsDisabledControlJustReleased(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Disabled and was just released this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> was just released this frame; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.IsControlEnabled(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets whether a <see cref="T:CitizenFX.FiveM.Control"/> is Enabled ot Disabled this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Control"/> is Enabled; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.EnableControlThisFrame(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Makes the Game Engine respond to the given Control this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.DisableControlThisFrame(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Makes the Game Engine ignore to the given Control this frame
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.DisableAllControlsThisFrame(System.Int32)">
            <summary>
            Disables all <see cref="T:CitizenFX.FiveM.Control"/>s this frame.
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.EnableAllControlsThisFrame(System.Int32)">
            <summary>
            Enables all <see cref="T:CitizenFX.FiveM.Control"/>s this frame.
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetControlNormal(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets an Analog value of a <see cref="T:CitizenFX.FiveM.Control"/> input between -1.0f and 1.0f
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns>The normalised <see cref="T:CitizenFX.FiveM.Control"/> value</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetDisabledControlNormal(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets an Analog value of a Disabled <see cref="T:CitizenFX.FiveM.Control"/> input between -1.0f and 1.0f
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns>The normalised <see cref="T:CitizenFX.FiveM.Control"/> value</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetControlValue(System.Int32,CitizenFX.FiveM.Control)">
            <summary>
            Gets an value of a <see cref="T:CitizenFX.FiveM.Control"/> input.
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <returns>The <see cref="T:CitizenFX.FiveM.Control"/> value</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.SetControlNormal(System.Int32,CitizenFX.FiveM.Control,System.Single)">
            <summary>
            Override a <see cref="T:CitizenFX.FiveM.Control"/> by giving it a user defined value this frame.
            </summary>
            <param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
            <param name="control">The <see cref="T:CitizenFX.FiveM.Control"/>.</param>
            <param name="value">the value to set the control to.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.Pause(System.Boolean)">
            <summary>
            Pauses or Resumes the game
            </summary>
            <param name="value">if set to <c>true</c> Pause the game; otherwise, resume the game.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.PauseClock(System.Boolean)">
            <summary>
            Pauses or Resumes the game clock
            </summary>
            <param name="value">if set to <c>true</c> Pause the game clock; otherwise, resume the game clock.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.DoAutoSave">
            <summary>
            Performs and automative game save
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Game.ShowSaveMenu">
            <summary>
            Shows the save menu enabling the user to perform a manual game save.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Game.DoesGXTEntryExist(System.String)">
            <summary>
            Determines the game language files contain a entry for the specified GXT key
            </summary>
            <param name="entry">The GXT key.</param>
            <returns><c>true</c> if GXT entry exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetGXTEntry(System.String)">
            <summary>
            Returns a localised <see cref="T:System.String"/> from the games language files with a specified GXT key
            </summary>
            <param name="entry">The GXT key.</param>
            <returns>The localised <see cref="T:System.String"/> if the key exists; otherwise, <see cref="F:System.String.Empty"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GenerateHash(System.String)">
            <summary>
            Calculates a Jenkins One At A Time hash from the given <see cref="T:System.String"/> which can then be used by any native function that takes a hash
            </summary>
            <param name="input">The input <see cref="T:System.String"/> to hash.</param>
            <returns>The Jenkins hash of the <see cref="T:System.String"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.PlaySound(System.String,System.String)">
            <summary>
            Plays a sound from the games sound files
            </summary>
            <param name="soundFile">The file the sound is stored in.</param>
            <param name="soundSet">The name of the sound inside the file.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.PlayMusic(System.String)">
            <summary>
            Plays music from the games music files
            </summary>
            <param name="musicFile">The music file to play.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.StopMusic(System.String)">
            <summary>
            Stops playing a music file
            </summary>
            <param name="musicFile">The music file to stop.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetUserInput(System.Int32)">
            <summary>
            Creates an input box for enabling a user to input text using the keyboard
            </summary>
            <param name="maxLength">The maximum length of input allowed.</param>
            <returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetUserInput(System.String,System.Int32)">
            <summary>
            Creates an input box for enabling a user to input text using the keyboard
            </summary>
            <param name="defaultText">The default text.</param>
            <param name="maxLength">The maximum length of input allowed.</param>
            <returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetUserInput(CitizenFX.FiveM.WindowTitle,System.Int32)">
            <summary>
            Creates an input box for enabling a user to input text using the keyboard
            </summary>
            <param name="windowTitle">The Title of the Window.</param>
            <param name="maxLength">The maximum length of input allowed.</param>
            <returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetUserInput(CitizenFX.FiveM.WindowTitle,System.String,System.Int32)">
            <summary>
            Creates an input box for enabling a user to input text using the keyboard
            </summary>
            <param name="windowTitle">The Title of the Window.</param>
            <param name="defaultText">The default text.</param>
            <param name="maxLength">The maximum length of input allowed.</param>
            <returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game._GetTattooCollectionData(System.Int32,System.Int32)">
            <summary>
            Private unsafe version of <see cref="M:CitizenFX.FiveM.Game.GetTattooCollectionData(System.Int32,System.Int32)"/>
            </summary>
            <param name="characterType"></param>
            <param name="decorationIndex"></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetTattooCollectionData(System.Int32,System.Int32)">
            <summary>
            Returns a <see cref="T:CitizenFX.FiveM.TattooCollectionData"/> struct containing information about a specific tattoo.
            Currently only the <see cref="F:CitizenFX.FiveM.TattooCollectionData.TattooCollectionHash"/>, <see cref="F:CitizenFX.FiveM.TattooCollectionData.TattooNameHash"/>
            and <see cref="F:CitizenFX.FiveM.TattooCollectionData.TattooZone"/> are known. It's still unkown what the other values are used for or if 
            they're even correctly offset in the byte array.
            </summary>
            <param name="characterType">Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale</param>
            <param name="decorationIndex">Tattoo index, value between 0 and <see cref="M:CitizenFX.FiveM.Native.Natives.GetNumDecorations(System.Int32)"/></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game._GetAltPropVariationData(System.Int32,System.Int32)">
            <summary>
            Private (unsafe) version of <see cref="M:CitizenFX.FiveM.Game.GetAltPropVariationData(System.Int32,System.Int32)"/>
            </summary>
            <param name="ped"></param>
            <param name="propIndex"></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetAltPropVariationData(System.Int32,System.Int32)">
            <summary>
            Gets the alternate prop index data for a specific prop on a specific ped.
            This is used to check for the 'alternate' version of a helmet with a visor for example (open/closed visor variants).
            </summary>
            <param name="ped"></param>
            <param name="propIndex"></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetWeaponHudStats(System.UInt32,CitizenFX.FiveM.Game.WeaponHudStats@)">
            <summary>
            Get the hud stats for this weapon.
            </summary>
            <param name="weaponHash"></param>
            <param name="weaponStats"></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GetWeaponComponentHudStats(System.UInt32,CitizenFX.FiveM.Game.WeaponComponentHudStats@)">
            <summary>
            Get the hud stats for this weapon component.
            </summary>
            <param name="weaponHash"></param>
            <param name="weaponComponentStats"></param>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Game.GenerateHashASCII(System.String)">
            <inheritdoc cref="M:CitizenFX.FiveM.Game.GenerateHash(System.String)"/>
            <remarks>Using a non-ASCII string has undefined behavior.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Model.Hash">
            <summary>
            Gets the hash for this <see cref="T:CitizenFX.FiveM.Model"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsValid">
            <summary>
            Returns true if this <see cref="T:CitizenFX.FiveM.Model"/> is valid.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is valid; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsInCdImage">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is in the cd image.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is in the cd image; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsLoaded">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is loaded so it can be spawned.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is loaded; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsCollisionLoaded">
            <summary>
            Gets a value indicating whether the collision for this <see cref="T:CitizenFX.FiveM.Model"/> is loaded.
            </summary>
            <value>
            <c>true</c> if the collision is loaded; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsBicycle">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a bicycle.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a bicycle; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsBike">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a motorbike.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a motorbike; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsBoat">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a boat.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a boat; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsCar">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a car.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a car; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsCargobob">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a cargobob.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a cargobob; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsHelicopter">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a helicopter.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a helicopter; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsPed">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a ped.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a ped; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsPlane">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a plane.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a plane; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsProp">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a prop.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a prop; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsQuadbike">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a quadbike.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a quadbike; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsTrain">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a train.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a train; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Model.IsVehicle">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Model"/> is a vehicle.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is a vehicle; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Model.GetDimensions">
            <summary>
            Gets the dimensions of this <see cref="T:CitizenFX.FiveM.Model"/>.
            </summary>
            <returns></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Model.GetDimensions(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
            <summary>
            Gets the dimensions of this <see cref="T:CitizenFX.FiveM.Model"/>.
            </summary>
            <param name="minimum">The minimum dimensions output <see cref="T:CitizenFX.Core.Vector3"/>.</param>
            <param name="maximum">The maximum dimensions output <see cref="T:CitizenFX.Core.Vector3"/>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Model.Request">
            <summary>
            Attempt to load this <see cref="T:CitizenFX.FiveM.Model"/> into memory.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Model.Request(System.Int32)">
            <summary>
            Attempt to load this <see cref="T:CitizenFX.FiveM.Model"/> into memory for a given period of time.
            </summary>
            <param name="timeout">The time (in milliseconds) before giving up trying to load this <see cref="T:CitizenFX.FiveM.Model"/></param>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Model"/> is loaded; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Model.MarkAsNoLongerNeeded">
            <summary>
            Frees this <see cref="T:CitizenFX.FiveM.Model"/> from memory.
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.UnsafePedHeadBlendData">
            <summary>
            This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely.
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.PedHeadBlendData">
            <summary>
            A struct containing all ped head blend data. Used for MP (freemode) characters.
            </summary>
        </member>
        <member name="T:CitizenFX.FiveM.UnsafeTattooCollectionData">
            <summary>
            This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.#ctor(System.String)">
            <summary>
            Creates a class used for loading <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/>s than can be used to start <see cref="T:CitizenFX.FiveM.ParticleEffect"/>s from inside the Asset
            </summary>
            <param name="assetName">The name of the asset file which contains all the <see cref="T:CitizenFX.FiveM.ParticleEffect"/>s you are wanting to start</param>
            <remarks>The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the <paramref name="assetName"/></remarks>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffectsAsset.AssetName">
            <summary>
            Gets the name of the this <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> file
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffectsAsset.IsLoaded">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> is Loaded
            </summary>
            <remarks>Use <see cref="M:CitizenFX.FiveM.ParticleEffectsAsset.Request"/> or <see cref="M:CitizenFX.FiveM.ParticleEffectsAsset.Request(System.Int32)"/> to load the asset</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.StartNonLoopedAtCoord(System.String,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis)">
            <summary>
            Starts a Particle Effect that runs once at a given position then is destroyed.
            </summary>
            <param name="effectName">The name of the effect.</param>
            <param name="pos">The World position where the effect is.</param>
            <param name="rot">What rotation to apply to the effect.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in.</param>
            <returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.StartNonLoopedOnEntity(System.String,CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis)">
            <summary>
            Starts a Particle Effect on an <see cref="T:CitizenFX.FiveM.Entity"/> that runs once then is destroyed.
            </summary>
            <param name="effectName">the name of the effect.</param>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> the effect is attached to.</param>
            <param name="off">The offset from the <paramref name="entity"/> to attach the effect.</param>
            <param name="rot">The rotation, relative to the <paramref name="entity"/>, the effect has.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis</param>
            <returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.StartNonLoopedOnEntity(System.String,CitizenFX.FiveM.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis)">
            <summary>
            Starts a Particle Effect on an <see cref="T:CitizenFX.FiveM.EntityBone"/> that runs once then is destroyed.
            </summary>
            <param name="effectName">the name of the effect.</param>
            <param name="entityBone">The <see cref="T:CitizenFX.FiveM.EntityBone"/> the effect is attached to.</param>
            <param name="off">The offset from the <paramref name="entityBone"/> to attach the effect.</param>
            <param name="rot">The rotation, relative to the <paramref name="entityBone"/>, the effect has.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis</param>
            <returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.CreateEffectOnEntity(System.String,CitizenFX.FiveM.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis,System.Boolean)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.ParticleEffect"/> on an <see cref="T:CitizenFX.FiveM.Entity"/> that runs looped.
            </summary>
            <param name="effectName">The name of the Effect</param>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> the effect is attached to.</param>
            <param name="off">The offset from the <paramref name="entity"/> to attach the effect.</param>
            <param name="rot">The rotation, relative to the <paramref name="entity"/>, the effect has.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis.</param>
            <param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.FiveM.ParticleEffect.Start"/> is called.</param>
            <returns>The <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.CreateEffectOnEntity(System.String,CitizenFX.FiveM.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis,System.Boolean)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.ParticleEffect"/> on an <see cref="T:CitizenFX.FiveM.EntityBone"/> that runs looped.
            </summary>
            <param name="effectName">The name of the Effect</param>
            <param name="entityBone">The <see cref="T:CitizenFX.FiveM.EntityBone"/> the effect is attached to.</param>
            <param name="off">The offset from the <paramref name="entityBone"/> to attach the effect.</param>
            <param name="rot">The rotation, relative to the <paramref name="entityBone"/>, the effect has.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis.</param>
            <param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.FiveM.ParticleEffect.Start"/> is called.</param>
            <returns>The <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.CreateEffectAtCoord(System.String,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.InvertAxis,System.Boolean)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.ParticleEffect"/> at a position that runs looped.
            </summary>
            <param name="effectName">The name of the effect.</param>
            <param name="pos">The World position where the effect is.</param>
            <param name="rot">What rotation to apply to the effect.</param>
            <param name="scale">How much to scale the size of the effect by.</param>
            <param name="invertAxis">Which axis to flip the effect in.</param>
            <param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.FiveM.ParticleEffect.Start"/> is called.</param>
            <returns>The <see cref="T:CitizenFX.FiveM.CoordinateParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffectsAsset.NonLoopedColor">
            <summary>
            Sets the <see cref="T:CitizenFX.Core.Color"/> for all NonLooped Particle Effects
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.Request">
            <summary>
            Attempts to load this <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> into memory so it can be used for starting <see cref="T:CitizenFX.FiveM.ParticleEffect"/>s.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.Request(System.Int32)">
            <summary>
            Attempts to load this <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> into memory so it can be used for starting <see cref="T:CitizenFX.FiveM.ParticleEffect"/>s.
            </summary>
            <param name="timeout">How long in milli-seconds should the game wait while the model hasnt been loaded before giving up</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> is Loaded; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffectsAsset.MarkAsNoLongerNeeded">
            <summary>
            Tells the game we have finished using this <see cref="T:CitizenFX.FiveM.ParticleEffectsAsset"/> and it can be freed from memory
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.Handle">
            <summary>
            Gets the Handle of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>
            </summary>
            <value>
            The handle, will return -1 when the this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> is not active
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.IsActive">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> is active.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> is active; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffect.Stop">
            <summary>
            Deletes this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.MemoryAddress">
            <summary>
            Gets the memory address where this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> is located in game memory.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.Offset">
            <summary>
            Gets or sets the offset.
            If this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> is attached to an <see cref="T:CitizenFX.FiveM.Entity"/>, this refers to the offset from the <see cref="T:CitizenFX.FiveM.Entity"/>; 
            otherwise, this refers to its position in World coords
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.Rotation">
            <summary>
            Gets or Sets the rotation of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.Color">
            <summary>
            Gets or sets the <see cref="P:CitizenFX.FiveM.ParticleEffect.Color"/> of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.Scale">
            <summary>
            Gets or sets the size scaling factor of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>
            </summary>
            <value>
            The scale, default = 1.0f; 
            To Decrease the size use a value less than 1.0f;
            To Increase the size use a value greater than 1.0f;
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.InvertAxis">
            <summary>
            Gets or sets which axis of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/> should be inverted.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.ParticleEffect.SetParameter(System.String,System.Single)">
            <summary>
            Modifys parameters of this <see cref="T:CitizenFX.FiveM.ParticleEffect"/>.
            </summary>
            <param name="parameterName">Name of the parameter you want to modify, these are stored inside the effect files.</param>
            <param name="value">The new value for the parameter.</param>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.AssetName">
            <summary>
            Gets the name of the asset this effect is stored in.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.ParticleEffect.EffectName">
            <summary>
            Gets the name of this effect.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.EntityParticleEffect.Entity">
            <summary>
            Gets or sets the <see cref="P:CitizenFX.FiveM.EntityParticleEffect.Entity"/> this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> is attached to.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.EntityParticleEffect.Bone">
            <summary>
            Gets or sets the <see cref="T:CitizenFX.FiveM.EntityBone"/> that this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> is attached to.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.EntityParticleEffect.Start">
            <summary>
            Starts this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/>.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> was sucessfully started; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.EntityParticleEffect.CopyTo(CitizenFX.FiveM.Entity)">
            <summary>
            Creates a copy of this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> to another <see cref="P:CitizenFX.FiveM.EntityParticleEffect.Entity"/> to simplify applying the same effect to many Entities.
            </summary>
            <param name="entity">The <see cref="P:CitizenFX.FiveM.EntityParticleEffect.Entity"/> to copy to.</param>
            <returns>An <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> that has all the same properties as this instance, but for a different <see cref="P:CitizenFX.FiveM.EntityParticleEffect.Entity"/>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.EntityParticleEffect.CopyTo(CitizenFX.FiveM.EntityBone)">
            <summary>
            Creates a copy of this <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> to another <see cref="T:CitizenFX.FiveM.EntityBone"/> to simplify applying the same effect to many Entities.
            </summary>
            <param name="entityBone">The <see cref="T:CitizenFX.FiveM.EntityBone"/> to copy to.</param>
            <returns>An <see cref="T:CitizenFX.FiveM.EntityParticleEffect"/> that has all the same properties as this instance, but for a different <see cref="T:CitizenFX.FiveM.EntityBone"/>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.CoordinateParticleEffect.Start">
            <summary>
            Starts this <see cref="T:CitizenFX.FiveM.CoordinateParticleEffect"/>.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.CoordinateParticleEffect"/> was sucessfully started; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.CoordinateParticleEffect.CopyTo(CitizenFX.Core.Vector3)">
            <summary>
            Creates a copy of this <see cref="T:CitizenFX.FiveM.CoordinateParticleEffect"/> to another position to simplify applying the same effect to many positions.
            </summary>
            <param name="position">The position to copy to.</param>
            <returns>A <see cref="T:CitizenFX.FiveM.CoordinateParticleEffect"/> that has all the same properties as this instance, but for a different position.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.GetHeadBlendData">
            <summary>
            Get the headblend data from this <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
            <returns>A <see cref="T:CitizenFX.FiveM.PedHeadBlendData"/> struct containing all headblend data from a mp ped.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped._GetHeadBlendData">
            <summary>
            Gets the unsafe headblend struct and converts it into a safe struct and returns that struct.
            </summary>
            <returns>A <see cref="T:CitizenFX.FiveM.PedHeadBlendData"/> struct.</returns>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Money">
            <summary>
            Gets or sets how much money this <see cref="T:CitizenFX.FiveM.Ped"/> is carrying.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Gender">
            <summary>
            Gets the gender of this <see cref="T:CitizenFX.FiveM.Ped"/>. Note this does not seem to work correctly for all peds.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Armor">
            <summary>
            Gets or sets how much Armor this <see cref="T:CitizenFX.FiveM.Ped"/> is wearing.
            </summary>
            <remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.FiveM.Ped.ArmorFloat"/> instead.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.ArmorFloat">
            <summary>
            Gets or sets how much Armor this <see cref="T:CitizenFX.FiveM.Ped"/> is wearing in float.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Accuracy">
            <summary>
            Gets or sets how accurate this <see cref="T:CitizenFX.FiveM.Ped"/>s shooting ability is.
            </summary>
            <value>
            The accuracy from 0 to 100, 0 being very innacurate, 100 being perfectly accurate.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Task">
            <summary>
            Opens a list of <see cref="T:CitizenFX.FiveM.Tasks"/> that this <see cref="T:CitizenFX.FiveM.Ped"/> can carry out.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.TaskSequenceProgress">
            <summary>
            Gets the stage of the <see cref="T:CitizenFX.FiveM.TaskSequence"/> this <see cref="T:CitizenFX.FiveM.Ped"/> is currently executing.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Euphoria">
            <summary>
            Opens a list of <see cref="T:CitizenFX.FiveM.NaturalMotion.Euphoria"/> Helpers which can be applied to this <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Weapons">
            <summary>
            Gets a collection of all this <see cref="T:CitizenFX.FiveM.Ped"/>s <see cref="T:CitizenFX.FiveM.Weapon"/>s.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Style">
            <summary>
            Opens a list of clothing and prop configurations that this <see cref="T:CitizenFX.FiveM.Ped"/> can wear.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.VehicleWeapon">
            <summary>
            Gets the vehicle weapon this <see cref="T:CitizenFX.FiveM.Ped"/> is using.
            <remarks>The vehicle weapon, returns <see cref="F:CitizenFX.FiveM.VehicleWeaponHash.Invalid"/> if this <see cref="T:CitizenFX.FiveM.Ped"/> isnt using a vehicle weapon.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.LastVehicle">
            <summary>
            Gets the last <see cref="T:CitizenFX.FiveM.Vehicle"/> this <see cref="T:CitizenFX.FiveM.Ped"/> used.
            </summary>
            <remarks>returns <c>null</c> if the last vehicle doesn't exist.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.CurrentVehicle">
            <summary>
            Gets the current <see cref="T:CitizenFX.FiveM.Vehicle"/> this <see cref="T:CitizenFX.FiveM.Ped"/> is using.
            </summary>
            <remarks>returns <c>null</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> isn't in a <see cref="T:CitizenFX.FiveM.Vehicle"/>.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.VehicleTryingToEnter">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Vehicle"/> this <see cref="T:CitizenFX.FiveM.Ped"/> is trying to enter.
            </summary>
            <remarks>returns <c>null</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> isn't trying to enter a <see cref="T:CitizenFX.FiveM.Vehicle"/>.</remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.PedGroup">
            <summary>
            Gets the PedGroup this <see cref="T:CitizenFX.FiveM.Ped"/> is in.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Sweat">
            <summary>
            Gets or sets the how much sweat should be rendered on this <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
            <value>
            The sweat from 0 to 100, 0 being no sweat, 100 being saturated.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.WetnessHeight">
            <summary>
            Sets how high up on this <see cref="T:CitizenFX.FiveM.Ped"/>s body water should be visible.
            </summary>
            <value>
            The height ranges from 0.0f to 1.99f, 0.0f being no water visible, 1.99f being covered in water.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.Voice">
            <summary>
            Sets the voice to use when this <see cref="T:CitizenFX.FiveM.Ped"/> speaks.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.ShootRate">
            <summary>
            Sets the rate this <see cref="T:CitizenFX.FiveM.Ped"/> will shoot at.
            </summary>
            <value>
            The shoot rate from 0.0f to 1000.0f, 100.0f is the default value.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.WasKilledByStealth">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Ped"/> was killed by a stealth attack.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> was killed by stealth; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.WasKilledByTakedown">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Ped"/> was killed by a takedown.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> was killed by a takedown; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.SeatIndex">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.VehicleSeat"/> this <see cref="T:CitizenFX.FiveM.Ped"/> is in.
            </summary>
            <value>
            The <see cref="T:CitizenFX.FiveM.VehicleSeat"/> this <see cref="T:CitizenFX.FiveM.Ped"/> is in if this <see cref="T:CitizenFX.FiveM.Ped"/> is in a <see cref="T:CitizenFX.FiveM.Vehicle"/>; otherwise, <see cref="F:CitizenFX.FiveM.VehicleSeat.None"/>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.IsJumpingOutOfVehicle">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Ped"/> is jumping out of their vehicle.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> is jumping out of their vehicle; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.StaysInVehicleWhenJacked">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Ped"/> will stay in the vehicle when the driver gets jacked.
            </summary>
            <value>
            <c>true</c> if <see cref="T:CitizenFX.FiveM.Ped"/> stays in vehicle when jacked; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.MaxDrivingSpeed">
            <summary>
            Sets the maximum driving speed this <see cref="T:CitizenFX.FiveM.Ped"/> can drive at.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.InjuryHealthThreshold">
            <summary>
            Gets or sets the injury health threshold for this <see cref="T:CitizenFX.FiveM.Ped"/>. 
            The ped is considered injured when its health drops below this value.
            </summary>
            <value>
            The injury health threshold. Should be below <see cref="P:CitizenFX.FiveM.Entity.MaxHealth"/>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.FatalInjuryHealthThreshold">
            <summary>
            Gets or sets the fatal injury health threshold for this <see cref="T:CitizenFX.FiveM.Ped"/>.
            The ped is considered dead when its health drops below this value.
            </summary>
            <value>
            The fatal injury health threshold. Should be below <see cref="P:CitizenFX.FiveM.Entity.MaxHealth"/>.
            </value>
            <remarks>
            Note on player controlled peds: One of the game scripts will kill the player when their health drops below 100, regardless of this setting.
            </remarks>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.IsHuman">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Ped"/> is human.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> is human; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.BlockPermanentEvents">
            <summary>
            Sets whether permanent events are blocked for this <see cref="T:CitizenFX.FiveM.Ped"/>.
             If permanent events are blocked, this <see cref="T:CitizenFX.FiveM.Ped"/> will only do as it's told, and won't flee when shot at, etc.
            </summary>
            <value>
              <c>true</c> if permanent events are blocked; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.AIBlipConeEnabled">
            <summary>
            Sets the status of the vision cone of the AI Blip
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.AIBlipForcedOn">
            <summary>
            Sets the status if the AI Blip is forced on the map
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.AIBlipGangId">
            <summary>
            Sets the gang id of the AI Blip
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.AIBlipSprite">
            <summary>
            Sets the sprite of the AI Blip
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Ped.AIBlipRange">
            <summary>
            Sets the range of the AI Blip
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipEnable(System.Int32)">
            <summary>
            Enables an AI Blip for this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
            <param name="sprite">Blip sprite for the AI Blip</param>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipEnable(System.Int32,System.Int32)">
            <summary>
             Enables an AI Blip for this <see cref="T:CitizenFX.FiveM.Ped"/> with color
            </summary>
            <param name="sprite">Blip sprite for the AI Blip</param>
            <param name="color">Color for the AI Blip (see <see href="https://docs.fivem.net/docs/game-references/blips/#blip-colors">the docs</see> (blip colors))</param>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipDisable">
            <summary>
            Disables the AI Blip of this <see cref="T:CitizenFX.FiveM.Ped"/>
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipIsEnabled">
            <summary>
            Checks if this <see cref="T:CitizenFX.FiveM.Ped"/> has an AI Blip
            </summary>
            <returns>True if the ped has an AI Blip</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipGetBlipHandle">
            <summary>
            Returns the blip handle of this AI Blip
            </summary>
            <returns>Blip Handle</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.AIBlipGetBlipObject">
            <summary>
            Returns the AI Blip as a <see cref="T:CitizenFX.FiveM.Blip"/>
            </summary>
            <returns>A <see cref="T:CitizenFX.FiveM.Blip"/> object</returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.Exists">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Ped"/> exists.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Ped"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Ped.Exists(CitizenFX.FiveM.Ped)">
            <summary>
            Determines whether the <see cref="T:CitizenFX.FiveM.Ped"/> exists.
            </summary>
            <param name="ped">The <see cref="T:CitizenFX.FiveM.Ped"/> to check.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Ped"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="P:CitizenFX.FiveM.PedBoneCollection.Item(System.String)">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.PedBone"/> with the specified bone name.
            </summary>
            <param name="boneName">Name of the bone.</param>
        </member>
        <member name="P:CitizenFX.FiveM.PedBoneCollection.Item(System.Int32)">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.PedBone"/> at the specified bone index.
            </summary>
            <param name="boneIndex">The bone index.</param>
        </member>
        <member name="P:CitizenFX.FiveM.PedBoneCollection.Item(CitizenFX.FiveM.Bone)">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.PedBone"/> with the specified boneId.
            </summary>
            <param name="boneId">The boneId.</param>
        </member>
        <member name="P:CitizenFX.FiveM.PedBoneCollection.LastDamaged">
            <summary>
            Gets the last damaged Bone for this <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.PedBoneCollection.ClearLastDamaged">
            <summary>
            Clears the last damage a bone on this <see cref="T:CitizenFX.FiveM.Ped"/> received.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.Character">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Ped"/> this <see cref="T:CitizenFX.FiveM.Player"/> is controling.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.State">
            <summary>
            Gets the <see cref="T:CitizenFX.Core.StateBag"/> of this <see cref="T:CitizenFX.FiveM.Player"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.Name">
            <summary>
            Gets the name of this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.Money">
            <summary>
            Gets or sets how much money this <see cref="T:CitizenFX.FiveM.Player"/> has.
            <remarks>Only works if current player is <see cref="F:CitizenFX.FiveM.PedHash.Michael"/>, <see cref="F:CitizenFX.FiveM.PedHash.Franklin"/> or <see cref="F:CitizenFX.FiveM.PedHash.Trevor"/></remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.WantedLevel">
            <summary>
            Gets or sets the wanted level for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.WantedCenterPosition">
            <summary>
            Gets or sets the wanted center position for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <value>
            The place in world coords where the police think this <see cref="T:CitizenFX.FiveM.Player"/> is.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.MaxArmor">
            <summary>
            Gets or sets the maximum amount of armor this <see cref="T:CitizenFX.FiveM.Player"/> can carry.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.PrimaryParachuteTint">
            <summary>
            Gets or sets the primary parachute tint for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.ReserveParachuteTint">
            <summary>
            Gets or sets the reserve parachute tint for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.CanLeaveParachuteSmokeTrail">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can leave a parachute smoke trail.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> can leave a parachute smoke trail; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.ParachuteSmokeTrailColor">
            <summary>
            Gets or sets the color of the parachute smoke trail for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <value>
            The color of the parachute smoke trail for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsAlive">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is alive.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is alive; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsDead">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is dead.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is dead; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsAiming">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is aiming.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is aiming; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsClimbing">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is climbing.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is climbing; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsRidingTrain">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is riding a train.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is riding a train; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsPressingHorn">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is pressing a horn.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is pressing a horn; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsPlaying">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is playing.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is playing; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsInvincible">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is invincible.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is invincible; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IgnoredByPolice">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is ignored by the police.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is ignored by the police; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IgnoredByEveryone">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is ignored by everyone.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is ignored by everyone; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.DispatchsCops">
            <summary>
            Sets a value indicating whether cops will be dispatched for this <see cref="T:CitizenFX.FiveM.Player"/>
            </summary>
            <value>
              <c>true</c> if cops will be dispatched; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.CanUseCover">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can use cover.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> can use cover; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.CanStartMission">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can start a mission.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> can start a mission; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.CanControlRagdoll">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can control ragdoll.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> can control ragdoll; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.CanControlCharacter">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can control its <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> can control its <see cref="T:CitizenFX.FiveM.Ped"/>; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Player.ChangeModel(CitizenFX.FiveM.Model)">
            <summary>
            Attempts to change the <see cref="T:CitizenFX.FiveM.Model"/> of this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> to change this <see cref="T:CitizenFX.FiveM.Player"/> to.</param>
            <returns><c>true</c> if the change was sucessful; otherwise, <c>false</c>.</returns>
        </member>
        <member name="P:CitizenFX.FiveM.Player.RemainingSprintTime">
            <summary>
            Gets how long this <see cref="T:CitizenFX.FiveM.Player"/> can remain sprinting for.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.RemainingSprintStamina">
            <summary>
            Gets how much sprint stamina this <see cref="T:CitizenFX.FiveM.Player"/> currently has. 
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.RemainingUnderwaterTime">
            <summary>
            Gets how long this <see cref="T:CitizenFX.FiveM.Player"/> can stay underwater before they start losing health.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsSpecialAbilityActive">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is using their special ability.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is using their special ability; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsSpecialAbilityEnabled">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> can use their special ability.
            </summary>
            <value>
            <c>true</c> if this  <see cref="T:CitizenFX.FiveM.Player"/> can use their special ability; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Player.ChargeSpecialAbility(System.Int32)">
            <summary>
            Charges the special ability for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <param name="absoluteAmount">The absolute amount.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Player.ChargeSpecialAbility(System.Single)">
            <summary>
            Charges the special ability for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <param name="normalizedRatio">The amount between <c>0.0f</c> and <c>1.0f</c></param>
        </member>
        <member name="M:CitizenFX.FiveM.Player.RefillSpecialAbility">
            <summary>
            Refills the special ability for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.DepleteSpecialAbility">
            <summary>
            Depletes the special ability for this <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Player.LastVehicle">
            <summary>
            Gets the last <see cref="T:CitizenFX.FiveM.Vehicle"/> this <see cref="T:CitizenFX.FiveM.Player"/> used.
            </summary>
            <remarks>returns <c>null</c> if the last vehicle doesn't exist.</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.Player.IsTargetting(CitizenFX.FiveM.Entity)">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Player"/> is targetting the specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="entity">The <see cref="T:CitizenFX.FiveM.Entity"/> to check.</param>
            <returns>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is targetting the specified <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="P:CitizenFX.FiveM.Player.IsTargettingAnything">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Player"/> is targetting anything.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Player"/> is targetting anything; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Player.GetTargetedEntity">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Entity"/> this <see cref="T:CitizenFX.FiveM.Player"/> is targetting.
            </summary>
            <returns>The <see cref="T:CitizenFX.FiveM.Entity"/> if this <see cref="T:CitizenFX.FiveM.Player"/> is targetting any <see cref="T:CitizenFX.FiveM.Entity"/>; otherwise, <c>null</c></returns>
        </member>
        <member name="P:CitizenFX.FiveM.Player.ForcedAim">
            <summary>
            Sets a value indicating whether ths player is forced to aim.
            </summary>
            <value>
              <c>true</c> to make the player always be aiming; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Player.DisableFiringThisFrame">
            <summary>
            Prevents this <see cref="T:CitizenFX.FiveM.Player"/> firing this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetRunSpeedMultThisFrame(System.Single)">
            <summary>
            Sets the run speed mult for this this <see cref="T:CitizenFX.FiveM.Player"/> this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME).
            </summary>
            <param name="mult">The factor - min: <c>0.0f</c>, default: <c>1.0f</c>, max: <c>1.499f</c>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetSwimSpeedMultThisFrame(System.Single)">
            <summary>
            Sets the swim speed mult for this this <see cref="T:CitizenFX.FiveM.Player"/> this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME).
            </summary>
            <param name="mult">The factor - min: <c>0.0f</c>, default: <c>1.0f</c>, max: <c>1.499f</c>.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetFireAmmoThisFrame">
            <summary>
            Makes this <see cref="T:CitizenFX.FiveM.Player"/> shoot fire bullets this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetExplosiveAmmoThisFrame">
            <summary>
            Makes this <see cref="T:CitizenFX.FiveM.Player"/> shoot explosive bullets this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetExplosiveMeleeThisFrame">
            <summary>
            Makes this <see cref="T:CitizenFX.FiveM.Player"/> have an explosive melee attack this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetSuperJumpThisFrame">
            <summary>
            Lets this <see cref="T:CitizenFX.FiveM.Player"/> jump really high this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetMayNotEnterAnyVehicleThisFrame">
            <summary>
            Blocks this <see cref="T:CitizenFX.FiveM.Player"/> from entering any <see cref="T:CitizenFX.FiveM.Vehicle"/> this frame.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Player.SetMayOnlyEnterThisVehicleThisFrame(CitizenFX.FiveM.Vehicle)">
            <summary>
            Only lets this <see cref="T:CitizenFX.FiveM.Player"/> enter a specific <see cref="T:CitizenFX.FiveM.Vehicle"/> this frame.
            </summary>
            <param name="vehicle">The <see cref="T:CitizenFX.FiveM.Vehicle"/> this <see cref="T:CitizenFX.FiveM.Player"/> is allowed to enter.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Prop.Exists">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Prop"/> exists.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Prop"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Prop.Exists(CitizenFX.FiveM.Prop)">
            <summary>
            Determines whether the <see cref="T:CitizenFX.FiveM.Prop"/> exists.
            </summary>
            <param name="prop">The <see cref="T:CitizenFX.FiveM.Prop"/> to check.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Prop"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.HitEntity">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Entity" /> this raycast collided with.
            <remarks>Returns <c>null</c> if the raycast didnt collide with any <see cref="T:CitizenFX.FiveM.Entity"/>.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.HitPosition">
            <summary>
            Gets the world coordinates where this raycast collided.
            <remarks>Returns <see cref="F:CitizenFX.Core.Vector3.Zero"/> if the raycast didnt collide with anything.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.SurfaceNormal">
            <summary>
            Gets the normal of the surface where this raycast collided.
            <remarks>Returns <see cref="F:CitizenFX.Core.Vector3.Zero"/> if the raycast didnt collide with anything.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.DitHit">
            <summary>
            Gets a value indicating whether this raycast collided with anything.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.DitHitEntity">
            <summary>
            Gets a value indicating whether this raycast collided with any <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.RaycastResult.Material">
            <summary>
            Gets a value indicating the material type of the collision.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.Tasks.LookAt(CitizenFX.FiveM.Entity,System.Int32,CitizenFX.FiveM.LookFlags,CitizenFX.FiveM.LookPriority)">
            <summary>
            Looks at the specified <see cref="T:CitizenFX.FiveM.Entity"/>.
            </summary>
            <param name="target"></param>
            <param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
            <param name="flag"></param>
            <param name="lookPriority"></param>
        </member>
        <member name="M:CitizenFX.FiveM.Tasks.LookAt(CitizenFX.FiveM.Entity,System.Int32)">
            <summary>
            Looks at the specified <see cref="T:CitizenFX.FiveM.Entity"/>
            </summary>
            <param name="target"></param>
            <param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
        </member>
        <member name="M:CitizenFX.FiveM.Tasks.LookAt(CitizenFX.Core.Vector3,System.Int32,CitizenFX.FiveM.LookFlags,CitizenFX.FiveM.LookPriority)">
            <summary>
            Looks at the specified <see cref="T:CitizenFX.Core.Vector3"/> position.
            </summary>
            <param name="position"></param>
            <param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
            <param name="flag"></param>
            <param name="lookPriority"></param>
        </member>
        <member name="M:CitizenFX.FiveM.Tasks.LookAt(CitizenFX.Core.Vector3,System.Int32)">
            <summary>
            Looks at the specified <see cref="T:CitizenFX.Core.Vector3"/>
            </summary>
            <param name="position"></param>
            <param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.DisplayName">
            <summary>
            Gets the display name of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            <remarks>Use <see cref="M:CitizenFX.FiveM.Game.GetGXTEntry(System.String)"/> to get the localized name.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.LocalizedName">
            <summary>
            Gets the localized name of this <see cref="T:CitizenFX.FiveM.Vehicle"/>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.ClassDisplayName">
            <summary>
            Gets the display name of this <see cref="T:CitizenFX.FiveM.Vehicle"/>s <see cref="T:CitizenFX.FiveM.VehicleClass"/>.
            <remarks>Use <see cref="M:CitizenFX.FiveM.Game.GetGXTEntry(System.String)"/> to get the localized class name.</remarks>
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.ClassLocalizedName">
            <summary>
            Gets the localized name of this <see cref="T:CitizenFX.FiveM.Vehicle"/>s <see cref="T:CitizenFX.FiveM.VehicleClass"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.ClassType">
            <summary>
            Gets the class of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.BodyHealth">
            <summary>
            Gets or sets this <see cref="T:CitizenFX.FiveM.Vehicle"/>s body health.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.EngineHealth">
            <summary>
            Gets or sets this <see cref="T:CitizenFX.FiveM.Vehicle"/> engine health.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.PetrolTankHealth">
            <summary>
            Gets or sets this <see cref="T:CitizenFX.FiveM.Vehicle"/> petrol tank health.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.FuelLevel">
            <summary>
            Gets or sets this <see cref="T:CitizenFX.FiveM.Vehicle"/> fuel level.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsEngineRunning">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/>s engine is running.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/>s engine is running; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsEngineStarting">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/>s engine is currently starting.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/>s engine is starting; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsRadioEnabled">
            <summary>
            Turns this <see cref="T:CitizenFX.FiveM.Vehicle"/>s radio on or off
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.RadioStation">
            <summary>
            Sets this <see cref="T:CitizenFX.FiveM.Vehicle"/>s radio station.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.Speed">
            <summary>
            Gets or sets this <see cref="T:CitizenFX.FiveM.Vehicle"/>s speed.
            </summary>
            <value>
            The speed in m/s.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.WheelSpeed">
            <summary>
            Gets the speed the drive wheels are turning at, This is the value used for the dashboard speedometers(after being converted to mph).
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.Acceleration">
            <summary>
            Gets the acceleration of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.CurrentRPM">
            <summary>
            Gets or sets the current RPM of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
            <value>
            The current RPM between <c>0.0f</c> and <c>1.0f</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.CurrentGear">
            <summary>
            Gets the current gear this <see cref="T:CitizenFX.FiveM.Vehicle"/> is using.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.SteeringAngle">
            <summary>
            Gets the steering angle of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
            <value>
            The steering angle in degrees.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.SteeringScale">
            <summary>
            Gets or sets the steering scale of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.HasForks">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has forks.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has forks; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsAlarmSet">
            <summary>
            Sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has an alarm set.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has an alarm set; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsAlarmSounding">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> is sounding its alarm.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> is sounding its alarm; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.AlarmTimeLeft">
            <summary>
            Gets or sets time left before this <see cref="T:CitizenFX.FiveM.Vehicle"/> alarm stops.
            If greater than zero, the vehicle alarm will be sounding.
            the value is up to 65534.
            </summary>
            <value>
            The time left before this <see cref="T:CitizenFX.FiveM.Vehicle"/> alarm stops.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Vehicle.StartAlarm">
            <summary>
            Starts sounding the alarm on this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.HasSiren">
            <summary>
            Gets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has a siren.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has a siren; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsSirenActive">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its siren turned on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its siren turned on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsSirenSilent">
            <summary>
            Sets a value indicating whether the siren on this <see cref="T:CitizenFX.FiveM.Vehicle"/> plays sounds.
            </summary>
            <value>
            <c>true</c> if the siren on this <see cref="T:CitizenFX.FiveM.Vehicle"/> plays sounds; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Vehicle.SoundHorn(System.Int32)">
            <summary>
            Sounds the horn on this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
            <param name="duration">The duration to sound the horn for.</param>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsWanted">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> is wanted by the police.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> is wanted by the police; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.ProvidesCover">
            <summary>
            Gets or sets a value indicating whether peds can use this <see cref="T:CitizenFX.FiveM.Vehicle"/> for cover.
            </summary>
            <value>
              <c>true</c> if peds can use this <see cref="T:CitizenFX.FiveM.Vehicle"/> for cover; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.DropsMoneyOnExplosion">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> drops money when destroyed.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> drops money when destroyed; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.PreviouslyOwnedByPlayer">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> was previously owned by a <see cref="T:CitizenFX.FiveM.Player"/>.
            </summary>
            <value>
            <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> was previously owned by a <see cref="T:CitizenFX.FiveM.Player"/>; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.NeedsToBeHotwired">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> needs to be hotwired to start.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> needs to be hotwired to start; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.AreLightsOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its lights on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its lights on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.AreHighBeamsOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its high beams on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its high beams on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsInteriorLightOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its interior lights on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its interior lights on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsSearchLightOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its search light on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its search light on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsTaxiLightOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its taxi light on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its taxi light on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsLeftIndicatorLightOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its left indicator light on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its left indicator light on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsRightIndicatorLightOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its right indicator light on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its right indicator light on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsHandbrakeForcedOn">
            <summary>
            Sets a value indicating whether the Handbrake on this <see cref="T:CitizenFX.FiveM.Vehicle"/> is forced on.
            </summary>
            <value>
              <c>true</c> if the Handbrake on this <see cref="T:CitizenFX.FiveM.Vehicle"/> is forced on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.AreBrakeLightsOn">
            <summary>
            Gets or sets a value indicating whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its brake light on.
            </summary>
            <value>
              <c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> has its brake light on; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.IsEngineOnFire">
            <summary>
            Gets whether or not the engine is on fire and losing health rapdily.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.Vehicle.SuspensionHeight">
            <summary>
            Gets or sets the suspension height of this <see cref="T:CitizenFX.FiveM.Vehicle"/>.
            </summary>
            <value>
            The suspension height.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.Vehicle.Exists">
            <summary>
            Determines whether this <see cref="T:CitizenFX.FiveM.Vehicle"/> exists.
            </summary>
            <returns><c>true</c> if this <see cref="T:CitizenFX.FiveM.Vehicle"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="M:CitizenFX.FiveM.Vehicle.Exists(CitizenFX.FiveM.Vehicle)">
            <summary>
            Determines whether the <see cref="T:CitizenFX.FiveM.Vehicle"/> exists.
            </summary>
            <param name="vehicle">The <see cref="T:CitizenFX.FiveM.Vehicle"/> to check.</param>
            <returns><c>true</c> if the <see cref="T:CitizenFX.FiveM.Vehicle"/> exists; otherwise, <c>false</c></returns>
        </member>
        <member name="P:CitizenFX.FiveM.Weapon.HudStats">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Game.WeaponHudStats"/> data from this <see cref="T:CitizenFX.FiveM.Weapon"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.WeaponComponent.HudStats">
            <summary>
            Gets the <see cref="T:CitizenFX.FiveM.Game.WeaponComponentHudStats"/> data from this <see cref="T:CitizenFX.FiveM.WeaponComponent"/>.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.World.CurrentDate">
            <summary>
            Gets or sets the current date and time in the GTA World.
            </summary>
            <value>
            The current date and time.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.CurrentDayTime">
            <summary>
            Gets or sets the current time of day in the GTA World.
            </summary>
            <value>
            The current time of day
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.Blackout">
            <summary>
            Sets a value indicating whether lights in the <see cref="T:CitizenFX.FiveM.World"/> should be rendered.
            </summary>
            <value>
              <c>true</c> if blackout; otherwise, <c>false</c>.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.CloudHat">
            <summary>
            Gets or sets the current Cloud Hat.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.World.CloudHatOpacity">
            <summary>
            Gets or sets the current Cloud Hat opacity. On a scale of 0.0 to 1.0.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.World.Weather">
            <summary>
            Gets or sets the weather.
            </summary>
            <value>
            The weather.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.NextWeather">
            <summary>
            Gets or sets the next weather.
            </summary>
            <value>
            The next weather.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.WeatherTransition">
            <summary>
            Gets or sets the weather transition.
            </summary>
            <value>
            The weather transition.
            </value>
        </member>
        <member name="M:CitizenFX.FiveM.World.TransitionToWeather(CitizenFX.FiveM.Weather,System.Single)">
            <summary>
            Transitions to weather. Duration is 45f in most scripts.
            </summary>
            <param name="weather">The weather.</param>
            <param name="duration">The duration.</param>
        </member>
        <member name="P:CitizenFX.FiveM.World.GravityLevel">
            <summary>
            Sets the gravity level for all <see cref="T:CitizenFX.FiveM.World"/> objects.
            </summary>
            <value>
            The gravity level: 
            9.8f - Default gravity.
            2.4f - Moon gravity.
            0.1f - Very low gravity.
            0.0f - No gravity.
            </value>
        </member>
        <member name="P:CitizenFX.FiveM.World.RenderingCamera">
            <summary>
            Gets or sets the rendering camera.
            </summary>
            <value>
            The rendering <see cref="T:CitizenFX.FiveM.Camera"/>.
            </value>
            <remarks>
            Setting to <c>null</c> sets the rendering <see cref="T:CitizenFX.FiveM.Camera"/> to <see cref="T:CitizenFX.FiveM.GameplayCamera"/>.
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.DestroyAllCameras">
            <summary>
            Destroys all user created <see cref="T:CitizenFX.FiveM.Camera"/>s.
            </summary>
        </member>
        <member name="P:CitizenFX.FiveM.World.WaypointPosition">
            <summary>
            Gets or sets the waypoint position.
            </summary>
            <returns>The <see cref="T:CitizenFX.Core.Vector3"/> coordinates of the Waypoint <see cref="T:CitizenFX.FiveM.Blip"/></returns>
            <remarks>
            Returns an empty <see cref="T:CitizenFX.Core.Vector3"/> if a waypoint <see cref="T:CitizenFX.FiveM.Blip"/> hasn't been set
            If the game engine cant extract height information the Z component will be 0.0f
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetWaypointBlip">
            <summary>
            Gets the waypoint blip.
            </summary>
            <returns>The <see cref="T:CitizenFX.Core.Vector3"/> coordinates of the Waypoint <see cref="T:CitizenFX.FiveM.Blip"/></returns>
            <remarks>
            Returns <c>null</c> if a waypoint <see cref="T:CitizenFX.FiveM.Blip"/> hasn't been set
            </remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.RemoveWaypoint">
            <summary>
            Removes the waypoint.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetDistance(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
            <summary>
            Gets the straight line distance between 2 positions.
            </summary>
            <param name="origin">The origin.</param>
            <param name="destination">The destination.</param>
            <returns>The distance</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.CalculateTravelDistance(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
            <summary>
            Calculates the travel distance using roads and paths between 2 positions.
            </summary>
            <param name="origin">The origin.</param>
            <param name="destination">The destination.</param>
            <returns>The travel distance</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetGroundHeight(CitizenFX.Core.Vector3)">
            <summary>
            Gets the height of the ground at a given position.
            </summary>
            <param name="position">The position.</param>
            <returns>The height measured in meters</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetGroundHeight(CitizenFX.Core.Vector2)">
            <summary>
            Gets the height of the ground at a given position.
            </summary>
            <param name="position">The position.</param>
            <returns>The height measured in meters</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetAllBlips(CitizenFX.FiveM.BlipSprite[])">
            <summary>
            Gets an <c>array</c> of all the <see cref="T:CitizenFX.FiveM.Blip"/>s on the map with a given <see cref="T:CitizenFX.FiveM.BlipSprite"/>.
            </summary>
            <param name="blipTypes">The blip types to include, leave blank to get all <see cref="T:CitizenFX.FiveM.Blip"/>s.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetAllProps">
            <summary>
            Gets an <c>array</c> of all the <see cref="T:CitizenFX.FiveM.Prop"/>s on the map.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetAllPeds">
            <summary>
            Gets an <c>array</c> of all the <see cref="T:CitizenFX.FiveM.Ped"/>s on the map.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetAllVehicles">
            <summary>
            Gets an <c>array</c> of all the <see cref="T:CitizenFX.FiveM.Vehicle"/>s on the map.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetAllPickups">
            <summary>
            Gets an <c>array</c> of all the <see cref="T:CitizenFX.FiveM.Pickup"/>s on the map.
            </summary>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetClosest``1(CitizenFX.Core.Vector3,``0[])">
            <summary>
            Gets the closest <see cref="T:CitizenFX.FiveM.ISpatial"/> to a given position in the World.
            </summary>
            <typeparam name="T"></typeparam>
            <param name="position">The position to check against.</param>
            <param name="spatials">The spatials to check.</param>
            <returns>The closest <see cref="T:CitizenFX.FiveM.ISpatial"/> to the <paramref name="position"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetClosest``1(CitizenFX.Core.Vector2,``0[])">
            <summary>
            Gets the closest <see cref="T:CitizenFX.FiveM.ISpatial"/> to a given position in the World ignoring height.
            </summary>
            <typeparam name="T"></typeparam>
            <param name="position">The position to check against.</param>
            <param name="spatials">The spatials to check.</param>
            <returns>The closest <see cref="T:CitizenFX.FiveM.ISpatial"/> to the <paramref name="position"/></returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetSafeCoordForPed(CitizenFX.Core.Vector3,System.Boolean,System.Int32)">
            <summary>
            Gets the nearest safe coordinate to position a <see cref="T:CitizenFX.FiveM.Ped"/>.
            </summary>
            <param name="position">The position to check around.</param>
            <param name="sidewalk">if set to <c>true</c> Only find positions on the sidewalk.</param>
            <param name="flags">The flags.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetNextPositionOnStreet(CitizenFX.Core.Vector2,System.Boolean)">
            <summary>
            Gets the next position on the street where a <see cref="T:CitizenFX.FiveM.Vehicle"/> can be placed.
            </summary>
            <param name="position">The position to check around.</param>
            <param name="unoccupied">if set to <c>true</c> only find positions that dont already have a vehicle in them.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetNextPositionOnStreet(CitizenFX.Core.Vector3,System.Boolean)">
            <summary>
            Gets the next position on the street where a <see cref="T:CitizenFX.FiveM.Vehicle"/> can be placed.
            </summary>
            <param name="position">The position to check around.</param>
            <param name="unoccupied">if set to <c>true</c> only find positions that dont already have a vehicle in them.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetNextPositionOnSidewalk(CitizenFX.Core.Vector2)">
            <summary>
            Gets the next position on the street where a <see cref="T:CitizenFX.FiveM.Ped"/> can be placed.
            </summary>
            <param name="position">The position to check around.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetNextPositionOnSidewalk(CitizenFX.Core.Vector3)">
            <summary>
            Gets the next position on the street where a <see cref="T:CitizenFX.FiveM.Ped"/> can be placed.
            </summary>
            <param name="position">The position to check around.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetZoneLocalizedName(CitizenFX.Core.Vector2)">
            <summary>
            Gets the localized name of the a zone in the map.
            </summary>
            <param name="position">The position on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetZoneLocalizedName(CitizenFX.Core.Vector3)">
            <summary>
            Gets the localized name of the a zone in the map.
            </summary>
            <param name="position">The position on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetZoneDisplayName(CitizenFX.Core.Vector2)">
            <summary>
            Gets the display name of the a zone in the map.
            Use <see cref="M:CitizenFX.FiveM.Game.GetGXTEntry(System.String)"/> to convert to the localized name.
            </summary>
            <param name="position">The position on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetZoneDisplayName(CitizenFX.Core.Vector3)">
            <summary>
            Gets the display name of the a zone in the map.
            Use <see cref="M:CitizenFX.FiveM.Game.GetGXTEntry(System.String)"/> to convert to the localized name.
            </summary>
            <param name="position">The position on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateBlip(CitizenFX.Core.Vector3)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Blip"/> at the given position on the map.
            </summary>
            <param name="position">The position of the blip on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateBlip(CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Blip"/> for a circular area at the given position on the map.
            </summary>
            <param name="position">The position of the blip on the map.</param>
            <param name="radius">The radius of the area on the map.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateCamera(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Camera"/>, use <see cref="P:CitizenFX.FiveM.World.RenderingCamera"/> to switch to this camera
            </summary>
            <param name="position">The position of the camera.</param>
            <param name="rotation">The rotation of the camera.</param>
            <param name="fov">The field of view of the camera.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreatePed(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Ped"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position and heading specified.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Ped"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Ped"/> at.</param>
            <param name="heading">The heading of the <see cref="T:CitizenFX.FiveM.Ped"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Ped"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateRandomPed(CitizenFX.Core.Vector3)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Ped"/> of a random <see cref="T:CitizenFX.FiveM.Model"/> at the position specified.
            </summary>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Ped"/> at.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateVehicle(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Vehicle"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position and heading specified.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Vehicle"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Vehicle"/> at.</param>
            <param name="heading">The heading of the <see cref="T:CitizenFX.FiveM.Vehicle"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Vehicle"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateRandomVehicle(CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Vehicle"/> of a random <see cref="T:CitizenFX.FiveM.Model"/> at the position specified.
            </summary>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Vehicle"/> at.</param>
            <param name="heading">The heading of the <see cref="T:CitizenFX.FiveM.Vehicle"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Vehicle"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateProp(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,System.Boolean,System.Boolean)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Prop"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position specified.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Prop"/> at.</param>
            <param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.FiveM.Prop"/> will have physics; otherwise, it will be static.</param>
            <param name="placeOnGround">if set to <c>true</c> place the prop on the ground nearest to the <paramref name="position"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Prop"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateProp(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Boolean,System.Boolean)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Prop"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position specified.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Prop"/> at.</param>
            <param name="rotation">The rotation of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.FiveM.Prop"/> will have physics; otherwise, it will be static.</param>
            <param name="placeOnGround">if set to <c>true</c> place the prop on the ground nearest to the <paramref name="position"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Prop"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreatePropNoOffset(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,System.Boolean)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Prop"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position specified without any offset.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Prop"/> at.</param>
            <param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.FiveM.Prop"/> will have physics; otherwise, it will be static.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Prop"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreatePropNoOffset(CitizenFX.FiveM.Model,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Boolean)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Prop"/> of the given <see cref="T:CitizenFX.FiveM.Model"/> at the position specified without any offset.
            </summary>
            <param name="model">The <see cref="T:CitizenFX.FiveM.Model"/> of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="position">The position to spawn the <see cref="T:CitizenFX.FiveM.Prop"/> at.</param>
            <param name="rotation">The rotation of the <see cref="T:CitizenFX.FiveM.Prop"/>.</param>
            <param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.FiveM.Prop"/> will have physics; otherwise, it will be static.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Prop"/> could not be spawned</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateCheckpoint(CitizenFX.FiveM.CheckpointIcon,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.Color)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Checkpoint"/> in the world.
            </summary>
            <param name="icon">The <see cref="T:CitizenFX.FiveM.CheckpointIcon"/> to display inside the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="position">The position in the World.</param>
            <param name="pointTo">The position in the world where this <see cref="T:CitizenFX.FiveM.Checkpoint"/> should point.</param>
            <param name="radius">The radius of the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="color">The color of the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Checkpoint"/> could not be created</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.CreateCheckpoint(CitizenFX.FiveM.CheckpointCustomIcon,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.Color)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.Checkpoint"/> in the world.
            </summary>
            <param name="icon">The <see cref="T:CitizenFX.FiveM.CheckpointCustomIcon"/> to display inside the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="position">The position in the World.</param>
            <param name="pointTo">The position in the world where this <see cref="T:CitizenFX.FiveM.Checkpoint"/> should point.</param>
            <param name="radius">The radius of the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <param name="color">The color of the <see cref="T:CitizenFX.FiveM.Checkpoint"/>.</param>
            <remarks>returns <c>null</c> if the <see cref="T:CitizenFX.FiveM.Checkpoint"/> could not be created</remarks>
        </member>
        <member name="M:CitizenFX.FiveM.World.AddRope(CitizenFX.FiveM.RopeType,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Single,System.Boolean)">
            <summary>
            Spawns a <see cref="T:CitizenFX.FiveM.Rope"/>.
            </summary>
            <param name="type">The type of <see cref="T:CitizenFX.FiveM.Rope"/>.</param>
            <param name="position">The position of the <see cref="T:CitizenFX.FiveM.Rope"/>.</param>
            <param name="rotation">The rotation of the <see cref="T:CitizenFX.FiveM.Rope"/>.</param>
            <param name="length">The length of the <see cref="T:CitizenFX.FiveM.Rope"/>.</param>
            <param name="minLength">The minimum length of the <see cref="T:CitizenFX.FiveM.Rope"/>.</param>
            <param name="breakable">if set to <c>true</c> the <see cref="T:CitizenFX.FiveM.Rope"/> will break if shot.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.ShootBullet(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.FiveM.Ped,CitizenFX.FiveM.WeaponAsset,System.Int32,System.Single)">
            <summary>
            Fires a single bullet in the world
            </summary>
            <param name="sourcePosition">Where the bullet is fired from.</param>
            <param name="targetPosition">Where the bullet is fired to.</param>
            <param name="owner">The <see cref="T:CitizenFX.FiveM.Ped"/> who fired the bullet, leave <c>null</c> for no one.</param>
            <param name="weaponAsset">The weapon that the bullet is fired from.</param>
            <param name="damage">The damage the bullet will cause.</param>
            <param name="speed">The speed, only affects projectile weapons, leave -1 for default.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.AddExplosion(CitizenFX.Core.Vector3,CitizenFX.FiveM.ExplosionType,System.Single,System.Single,CitizenFX.FiveM.Ped,System.Boolean,System.Boolean)">
            <summary>
            Creates an explosion in the world
            </summary>
            <param name="position">The position of the explosion.</param>
            <param name="type">The type of explosion.</param>
            <param name="radius">The radius of the explosion.</param>
            <param name="cameraShake">The amount of camera shake to apply to nearby cameras.</param>
            <param name="owner">The <see cref="T:CitizenFX.FiveM.Ped"/> who caused the explosion, leave null if no one caused the explosion.</param>
            <param name="aubidble">if set to <c>true</c> explosion can be heard.</param>
            <param name="invisible">if set to <c>true</c> explosion is invisible.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.AddRelationshipGroup(System.String)">
            <summary>
            Creates a <see cref="T:CitizenFX.FiveM.RelationshipGroup"/> with the given name.
            </summary>
            <param name="name">The name of the relationship group.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.Raycast(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.FiveM.IntersectOptions,CitizenFX.FiveM.Entity)">
            <summary>
            Creates a raycast between 2 points.
            </summary>
            <param name="source">The source of the raycast.</param>
            <param name="target">The target of the raycast.</param>
            <param name="options">What type of objects the raycast should intersect with.</param>
            <param name="ignoreEntity">Specify an <see cref="T:CitizenFX.FiveM.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.Raycast(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.IntersectOptions,CitizenFX.FiveM.Entity)">
            <summary>
            Creates a raycast between 2 points.
            </summary>
            <param name="source">The source of the raycast.</param>
            <param name="direction">The direction of the raycast.</param>
            <param name="maxDistance">How far the raycast should go out to.</param>
            <param name="options">What type of objects the raycast should intersect with.</param>
            <param name="ignoreEntity">Specify an <see cref="T:CitizenFX.FiveM.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.RaycastCapsule(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.FiveM.IntersectOptions,CitizenFX.FiveM.Entity)">
            <summary>
            Creates a 3D raycast between 2 points.
            </summary>
            <param name="source">The source of the raycast.</param>
            <param name="target">The target of the raycast.</param>
            <param name="radius">The radius of the raycast.</param>
            <param name="options">What type of objects the raycast should intersect with.</param>
            <param name="ignoreEntity">Specify an <see cref="T:CitizenFX.FiveM.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.RaycastCapsule(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Single,CitizenFX.FiveM.IntersectOptions,CitizenFX.FiveM.Entity)">
            <summary>
            Creates a 3D raycast between 2 points.
            </summary>
            <param name="source">The source of the raycast.</param>
            <param name="direction">The direction of the raycast.</param>
            <param name="radius">The radius of the raycast.</param>
            <param name="maxDistance">How far the raycast should go out to.</param>
            <param name="options">What type of objects the raycast should intersect with.</param>
            <param name="ignoreEntity">Specify an <see cref="T:CitizenFX.FiveM.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetCrosshairCoordinates">
            <summary>
            Determines where the crosshair intersects with the world.
            </summary>
            <returns>A <see cref="T:CitizenFX.FiveM.RaycastResult"/> containing information about where the crosshair intersects with the world.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.GetCrosshairCoordinates(CitizenFX.FiveM.Entity)">
            <summary>
            Determines where the crosshair intersects with the world.
            </summary>
            <param name="ignoreEntity">Prevent the raycast detecting a specific <see cref="T:CitizenFX.FiveM.Entity"/>.</param>
            <returns>A <see cref="T:CitizenFX.FiveM.RaycastResult"/> containing information about where the crosshair intersects with the world.</returns>
        </member>
        <member name="M:CitizenFX.FiveM.World.DrawMarker(CitizenFX.FiveM.MarkerType,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Color,System.Boolean,System.Boolean,System.Boolean,System.String,System.String,System.Boolean)">
            <summary>
            Draws a marker in the world, this needs to be done on a per frame basis
            </summary>
            <param name="type">The type of marker.</param>
            <param name="pos">The position of the marker.</param>
            <param name="dir">The direction the marker points in.</param>
            <param name="rot">The rotation of the marker.</param>
            <param name="scale">The amount to scale the marker by.</param>
            <param name="color">The color of the marker.</param>
            <param name="bobUpAndDown">if set to <c>true</c> the marker will bob up and down.</param>
            <param name="faceCamera">if set to <c>true</c> the marker will always face the camera, regardless of its rotation.</param>
            <param name="rotateY">if set to <c>true</c> rotates only on the y axis(heading).</param>
            <param name="textueDict">Name of texture dictionary to load the texture from, leave null for no texture in the marker.</param>
            <param name="textureName">Name of texture inside the dictionary to load the texture from, leave null for no texture in the marker.</param>
            <param name="drawOnEntity">if set to <c>true</c> draw on any <see cref="T:CitizenFX.FiveM.Entity"/> that intersects the marker.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.DrawLightWithRange(CitizenFX.Core.Vector3,CitizenFX.Core.Color,System.Single,System.Single)">
            <summary>
            Draws light around a region.
            </summary>
            <param name="position">The position to center the light around.</param>
            <param name="color">The color of the light.</param>
            <param name="range">How far the light should extend to.</param>
            <param name="intensity">The intensity: <c>0.0f</c> being no intensity, <c>1.0f</c> being full intensity.</param>
        </member>
        <member name="M:CitizenFX.FiveM.World.RemoveAllParticleEffectsInRange(CitizenFX.Core.Vector3,System.Single)">
            <summary>
            Stops all particle effects in a range.
            </summary>
            <param name="pos">The position in the world to stop particle effects.</param>
            <param name="range">The maximum distance from the <paramref name="pos"/> to stop particle effects.</param>
        </member>
    </members>
</doc>
