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Physics rays ​

Group rays · 6 exports · from forks/gamexueren/scripthook.h (framework 1.0-beta7-wildm1, SH_API_VERSION 2)

Every cast the engine makes passes through the hook.

ExportSummary
ShRayFilterRecord only traces starting within radius of a point and at least minLength long.
ShRayFilterPlayerTrack the player instead.
ShRayLogRecording is off by default: it costs a copy on every cast, and the engine casts a great many per frame.
ShRayCountSee ShRayLog.
ShGetRaysFills out with the most recent rays, newest first.
ShQueryRaysNewest first, only the rays matching the query.

ShRayFilter ​

c
SH_API void ShRayFilter(const ShVec3 *from, float radius,
                        float minLength);

Record only traces starting within radius of a point and at least minLength long. Radius 0 records all.

scripthook.h, line 1137

ShRayFilterPlayer ​

c
SH_API void ShRayFilterPlayer(float radius, float minLength);

Track the player instead. Radius 0 turns it off.

scripthook.h, line 1140

ShRayLog ​

c
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.

scripthook.h, line 1145

ShRayCount ​

c
SH_API uint32_t ShRayCount(void);

Documented together with ShRayLog just above.

scripthook.h, line 1146

ShGetRays ​

c
SH_API int ShGetRays(ShRay *out, int max);

Fills out with the most recent rays, newest first.

scripthook.h, line 1148

ShQueryRays ​

c
SH_API int ShQueryRays(const ShRayQuery *q, ShRay *out, int max);

Newest first, only the rays matching the query.

scripthook.h, line 1164

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