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GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
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Every cast the engine makes passes through the hook. More...
Data Structures | |
| struct | ShRay |
| dir is a full length vector, so origin + dir is the end of the trace rather than a unit direction. More... | |
| struct | ShRayQuery |
| A query over the recorded rays. More... | |
Enumerations | |
| enum | ShRayMode { SH_RAY_OFF = 0 , SH_RAY_ALL , SH_RAY_DIRECTED } |
Functions | |
| SH_API void | ShRayFilter (const ShVec3 *from, float radius, float minLength) |
| The engine casts about 100k rays a second, so an unfiltered ring holds only a few milliseconds. | |
| SH_API void | ShRayFilterPlayer (float radius, float minLength) |
| Track the player instead. | |
| SH_API void | ShRayLog (int mode) |
| Recording is off by default: it costs a copy on every cast, and the engine casts a great many per frame. | |
| SH_API uint32_t | ShRayCount (void) |
| SH_API int | ShGetRays (ShRay *out, int max) |
| Fills out with the most recent rays, newest first. | |
| SH_API int | ShQueryRays (const ShRayQuery *q, ShRay *out, int max) |
| Newest first, only the rays matching the query. | |
Every cast the engine makes passes through the hook.
| enum ShRayMode |
The engine casts about 100k rays a second, so an unfiltered ring holds only a few milliseconds.
Record only traces starting within radius of a point and at least minLength long. Radius 0 records all.
| SH_API void ShRayFilterPlayer | ( | float | radius, |
| float | minLength ) |
Track the player instead.
Radius 0 turns it off.
| SH_API void ShRayLog | ( | int | mode | ) |
Recording is off by default: it costs a copy on every cast, and the engine casts a great many per frame.
| SH_API uint32_t ShRayCount | ( | void | ) |
| SH_API int ShQueryRays | ( | const ShRayQuery * | q, |
| ShRay * | out, | ||
| int | max ) |
Newest first, only the rays matching the query.