sc_actors_v1.health
1.1. The health pool of the actor whose entity id is id: your player’s (local_player’s entity id) or an NPC’s (spawn_npc’s id), once it has streamed in. *out_cur = the game’s HealthPool stat in its own units. *out_max = 0: the maximum isn’t read yet, 0 means unknown (the field is here so a later game pack can fill it without a new table). Either pointer may be NULL to skip it, not both. Read-only: no self; a failure’s reason is last_error(NULL, …). SCO_NOT_FOUND: id isn’t streamed in or isn’t an actor. SCO_UNAVAILABLE: game.actors.health isn’t ready. SCO_BAD_ARG: both pointers NULL. SCO_FAILED: the game faulted. Implementation: outputs zeroed before failure checks; id 0 BAD_ARG. Maximum 0 is unknown.
Signature
Section titled “Signature”sco_result (*)(uint64_t, float *, float *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_actors_v1.health |
| Record ID | sc-actors-v1-health |
| Service | game.actors |
| Table | sc_actors_v1 |
| Version macro | SC_ACTORS_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 48; 1.1 |
| Complete member extent (x64 bytes) | 48 |
| Table size (x64 bytes) | 56 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*health)(uint64_t id, float* out_cur, float* out_max);
1.1. The health pool of the actor whose entity id is id: your player’s (local_player’s entity id) or an NPC’s (spawn_npc’s id), once it has streamed in. *out_cur = the game’s HealthPool stat in its own units. *out_max = 0: the maximum isn’t read yet, 0 means unknown (the field is here so a later game pack can fill it without a new table). Either pointer may be NULL to skip it, not both. Read-only: no self; a failure’s reason is last_error(NULL, …). SCO_NOT_FOUND: id isn’t streamed in or isn’t an actor. SCO_UNAVAILABLE: game.actors.health isn’t ready. SCO_BAD_ARG: both pointers NULL. SCO_FAILED: the game faulted. Implementation: outputs zeroed before failure checks; id 0 BAD_ARG. Maximum 0 is unknown.
Results and failures
Section titled “Results and failures”Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE; invalid/released self: BAD_ARG. See method detail for game failures. Additional failures/output state unspecified unless described in the buffer contract.
Absent capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary. Host owns NPC tracking; entity IDs are session values. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere); last_error any thread. Recursive reentrancy unspecified.
Callback context
Section titled “Callback context”unspecified
Reentrancy
Section titled “Reentrancy”unspecified
Cleanup and cancellation
Section titled “Cleanup and cancellation”No in-flight cancellation entrypoint; owned NPCs removed on ordinary unload/non-retained crash cleanup; despawn starts deferred removal. Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls.
Language mappings
Section titled “Language mappings”Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.
| Language | Catalogue status | Source evidence / wrapper tokens |
|---|---|---|
| c | direct | include/sc_actors.h(*health) |
| cpp | typed-wrapper | include/scosdk/game/actors.hppreturn t_->health(id, &cur, &max); |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Actors.csScoResult r = !Covers(40) || _t->health == null ? ScoResult.Unavailable : _t->health(id, &c, &m); |
| lua | typed-wrapper | plugins/lua/sco_lua_game.cconst sco_result r = GAME_MEMBER(a, sc_actors_v1, health) ? a->health(id, &cur, &max) : SCO_UNAVAILABLE; |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_actors.c
- tests/test_app.cpp
- tests/test_lua.cpp
- tests/test_sdk.cpp
- tests/test_language_routes.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tests/test_language_routes.c
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
ABI pins prove layout, not semantic behavior or a live game session.