Theme
Visibility
Render node visible bits, applied on the game thread.
| Export | Summary |
|---|---|
ShSetVisible | node 0 means the whole entity. |
ShEntityNodeCount | See ShSetVisible. |
ShGetEntityNodes | Enumerate parts, so a caller can hide any subset. |
ShGetHeadNodes | The group appears the first time the player aims, so 0 is normal until then. |
ShHeadInvalidate | Drop the cached head group pointers. |
ShHeadClearMiss | Clear only the "not found yet" note, keeping a controller that was already found for the player body. |
ShSetVisible
c
SH_API int ShSetVisible(uint64_t entity, uint64_t node,
int visible, int persist);node 0 means the whole entity. persist rewrites the bit each frame until you show it again.
scripthook.h, line 1264
ShEntityNodeCount
c
SH_API int ShEntityNodeCount(uint64_t entity);Documented together with ShSetVisible just above.
scripthook.h, line 1266
ShGetEntityNodes
c
SH_API int ShGetEntityNodes(uint64_t entity, uint64_t *out,
int max);Enumerate parts, so a caller can hide any subset. The head group is what the camera hides while aiming.
scripthook.h, line 1271
ShGetHeadNodes
c
SH_API int ShGetHeadNodes(uint64_t entity, uint64_t *out,
int max);The group appears the first time the player aims, so 0 is normal until then. Retry on a timer.
scripthook.h, line 1276
ShHeadInvalidate
c
SH_API void ShHeadInvalidate(void);Drop the cached head group pointers. A new session, a respawn, or the first aim of one can make the cached controller stale; the next ShGetHeadNodes rescans.
scripthook.h, line 1283
ShHeadClearMiss
c
SH_API void ShHeadClearMiss(void);Clear only the "not found yet" note, keeping a controller that was already found for the player body.
scripthook.h, line 1287