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GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
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Enumeration by kind, via the net identity component. More...
Data Structures | |
| struct | ShEntity |
| struct | ShComponent |
| Components. More... | |
Macros | |
| #define | SH_FIND_UNNAMED 0x1 |
| Untyped entries are scenery logic and markers, so they are hidden unless this flag is passed. | |
Enumerations | |
| enum | ShEntityKind { SH_KIND_ANY = 0 , SH_KIND_PLAYER , SH_KIND_NPC , SH_KIND_VEHICLE , SH_KIND_DRONE , SH_KIND_TEAMMATE , SH_KIND_TURRET , SH_KIND_MINE , SH_KIND_DOOR , SH_KIND_LOOTCHEST , SH_KIND_OTHER } |
| Entity kinds, from the engine's own net identity component. More... | |
Functions | |
| SH_API int | ShPlaceEntity (uint64_t entity, const ShVec3 *pos, const ShVec3 *orient) |
| Place any entity through the engine's set transform. | |
| SH_API int | ShPlaceEntityRot (uint64_t entity, const ShVec3 *pos, float yaw, float pitch, float roll) |
| Full orientation in radians, which ShPlaceEntity cannot express: roll puts a car on its roof. | |
| SH_API int | ShGetEntityTransform (uint64_t entity, ShVec3 *pos, float *yaw, float *pitch, float *roll) |
| Its inverse: where a thing is and how it is turned, so a caller can rotate relative to that. | |
| SH_API int | ShQueueTransform (uint64_t entity, const ShVec3 *pos, float yaw, float pitch, float roll) |
| Applied on the frame path rather than right now. | |
| SH_API int | ShFindEntities (int kind, float radius, uint32_t flags, ShEntity *out, int max) |
| Fills out with entities within radius of the player, nearest first. | |
| SH_API int | ShGetEntityKind (uint64_t entity) |
| Kind of one entity. | |
| SH_API const char * | ShKindName (int kind) |
| The readable name of a kind. | |
| SH_API int | ShGetComponents (uint64_t entity, ShComponent *out, int max) |
| Fills out with the entity's components, returning how many were written. | |
| SH_API uint64_t | ShFindComponent (uint64_t entity, uint32_t classHash) |
| The component of a given class, or 0. | |
Enumeration by kind, via the net identity component.
| #define SH_FIND_UNNAMED 0x1 |
Untyped entries are scenery logic and markers, so they are hidden unless this flag is passed.
| enum ShEntityKind |
Place any entity through the engine's set transform.
Children follow, which is how vehicles carry riders.
| SH_API int ShPlaceEntityRot | ( | uint64_t | entity, |
| const ShVec3 * | pos, | ||
| float | yaw, | ||
| float | pitch, | ||
| float | roll ) |
Full orientation in radians, which ShPlaceEntity cannot express: roll puts a car on its roof.
| SH_API int ShGetEntityTransform | ( | uint64_t | entity, |
| ShVec3 * | pos, | ||
| float * | yaw, | ||
| float * | pitch, | ||
| float * | roll ) |
Its inverse: where a thing is and how it is turned, so a caller can rotate relative to that.
| SH_API int ShQueueTransform | ( | uint64_t | entity, |
| const ShVec3 * | pos, | ||
| float | yaw, | ||
| float | pitch, | ||
| float | roll ) |
Applied on the frame path rather than right now.
Set transform wants a game thread's scratch allocator.
Fills out with entities within radius of the player, nearest first.
Returns how many were written.
| SH_API int ShGetEntityKind | ( | uint64_t | entity | ) |
Kind of one entity.
| SH_API const char * ShKindName | ( | int | kind | ) |
The readable name of a kind.
| SH_API int ShGetComponents | ( | uint64_t | entity, |
| ShComponent * | out, | ||
| int | max ) |
Fills out with the entity's components, returning how many were written.
A vehicle carries about fifty.
| SH_API uint64_t ShFindComponent | ( | uint64_t | entity, |
| uint32_t | classHash ) |
The component of a given class, or 0.