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GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
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The engine's GameFlow machine, tracked by the hook. More...
Typedefs | |
| typedef int(*) | ShGetGameState_t(void) |
| typedef int(*) | ShIsInGame_t(void) |
Enumerations | |
| enum | ShGameState { SH_STATE_UNKNOWN = 0 , SH_STATE_MENU , SH_STATE_LOADING , SH_STATE_LOBBY , SH_STATE_INGAME , SH_STATE_RELOADING , SH_STATE_PAUSED , SH_STATE_GAMEOVER , SH_STATE_DRONE , SH_STATE_BINOCULAR , SH_STATE_CINEMATIC } |
| enum | ShUiState { SH_UI_DRONE = 0x0001 , SH_UI_BINOCULAR = 0x0002 , SH_UI_VEHICLE = 0x0004 , SH_UI_PAUSE = 0x0008 , SH_UI_LOADOUT = 0x0010 , SH_UI_MAP = 0x0020 , SH_UI_SKILLS = 0x0040 , SH_UI_COMWHEEL = 0x0080 , SH_UI_GAMEOVER = 0x0100 , SH_UI_LOADING = 0x0200 , SH_UI_CINEMATIC = 0x0400 , SH_UI_POPUP = 0x0800 } |
| What the game's UI is showing, from the scenes it drew last frame. More... | |
Functions | |
| SH_API uint32_t | ShGetUiState (void) |
| SH_API int | ShInDrone (void) |
| SH_API int | ShInLoadout (void) |
| SH_API int | ShInMap (void) |
| SH_API int | ShInBinocular (void) |
| SH_API int | ShInPauseMenu (void) |
| The game flow stays in Playing while paused, so this is read off the camera: the pause menu renders through a template pose no steered camera ever holds. | |
| SH_API int | ShGetGameState (void) |
| Game flow state. | |
| SH_API int | ShIsInGame (void) |
| Stays true while paused: the world is loaded and every read keeps working, so callers keep their state on Esc. | |
| SH_API int | ShGetGameStateName (char *buf, int len) |
The engine's GameFlow machine, tracked by the hook.
| typedef int(*) ShGetGameState_t(void) |
| typedef int(*) ShIsInGame_t(void) |
| enum ShGameState |
| enum ShUiState |
What the game's UI is showing, from the scenes it drew last frame.
Several can be up at once.
| SH_API uint32_t ShGetUiState | ( | void | ) |
| SH_API int ShInDrone | ( | void | ) |
| SH_API int ShInLoadout | ( | void | ) |
| SH_API int ShInMap | ( | void | ) |
| SH_API int ShInBinocular | ( | void | ) |
| SH_API int ShInPauseMenu | ( | void | ) |
The game flow stays in Playing while paused, so this is read off the camera: the pause menu renders through a template pose no steered camera ever holds.
| SH_API int ShGetGameState | ( | void | ) |
Game flow state.
The hook installs on first use and tracks the engine's own state transitions.
| SH_API int ShIsInGame | ( | void | ) |
Stays true while paused: the world is loaded and every read keeps working, so callers keep their state on Esc.
| SH_API int ShGetGameStateName | ( | char * | buf, |
| int | len ) |