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Physics rays
Every cast the engine makes passes through the hook.
| Export | Summary |
|---|---|
ShRayFilter | Record only traces starting within radius of a point and at least minLength long. |
ShRayFilterPlayer | Track the player instead. |
ShRayLog | Recording is off by default: it costs a copy on every cast, and the engine casts a great many per frame. |
ShRayCount | See ShRayLog. |
ShGetRays | Fills out with the most recent rays, newest first. |
ShQueryRays | Newest 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