feat(lua): Add entities.get_all_vehicles_as_handles() Add entities.get_all_peds_as_handles() Add entities.get_all_objects_as_handles() (#1795)
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@ -7,7 +7,7 @@ Class for representing a tab within the GUI.
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### `is_selected()`
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- **Returns:**
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- `boolean`: Returns true if this tab is the currently selected one in the GUI.
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- `boolean`: Returns true if this tab is the one currently selected in the GUI.
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**Example Usage:**
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```lua
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37
docs/lua/tables/entities.md
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37
docs/lua/tables/entities.md
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@ -0,0 +1,37 @@
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# Table: entities
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Table for manipulating GTA entities.
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## Functions (3)
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### `get_all_vehicles_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all vehicles as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_vehicles_as_handles()
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```
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### `get_all_peds_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all peds as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_peds_as_handles()
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```
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### `get_all_objects_as_handles()`
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- **Returns:**
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- `table<int, int>`: Returns all objects as script handles
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**Example Usage:**
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```lua
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table<int, int> = entities.get_all_objects_as_handles()
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```
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@ -13,7 +13,7 @@ end)
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For a complete list of available gui functions, please refer to the tab class documentation and the gui table documentation.
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## Tab Count: 43
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## Tab Count: 44
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### `GUI_TAB_SELF`
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### `GUI_TAB_WEAPONS`
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@ -38,6 +38,7 @@ For a complete list of available gui functions, please refer to the tab class do
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### `GUI_TAB_TRAIN`
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### `GUI_TAB_BLACKHOLE`
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### `GUI_TAB_MODEL_SWAPPER`
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### `GUI_TAB_VFX`
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### `GUI_TAB_NETWORK`
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### `GUI_TAB_MISSIONS`
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### `GUI_TAB_SPOOFING`
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