Making it sound more official was not apart of our intentions. We were brainstorming names and simply got stuck and liked the sound of 'Rage Roleplay' due to the amazing features provided by the Rage Engine and the meaning of the word 'Rage' itself. And a simple name that is straight to the point is great.
Two ways (One of them impossible at the moment due to a pointer parameter return). The first is checking the players last hit material. The second is manually doing a raycast with the extended results. (Possible in 0.4)
entity.getLastMaterialHitBy();
Will return the hash number of the material hit. You can then check against these values.
https://pastebin.com/gyHjsYBK
They might have changed however. You can hunt for them in the game files. You might also get away with using mp.game.joaat("concrete_pothole") or mp.game.gameplay.getHashKey("concrete_pothole") for example and see which one is valid.
In the next update you can use this set. Which will return a hash number again but isn't dependent on an entity. Then you compare the result against the list again.
mp.game.worldprobe.castRayPointToPoint
mp.game.worldprobe.getShapeTestResultEx
However if you're willing to experiment and try to duplicate the raycast process. You can try spawning an invisible object at the designated location (use mp.raycasting.testPointToPoint and get the hit coordinates) and then using getLastMaterialHitBy() on that object. This might work but I'm not sure.