Skip to content

sc_vehicles_v1.player_ship

The ship you’re aboard (standing or seated in it). SCO_OK and the id; SCO_NOT_FOUND when you’re in no ship; SCO_UNAVAILABLE before you’ve spawned or without the capability. game.vehicles.seats.

sco_result (*)(uint64_t *)

Service index

Property Value
Symbol sc_vehicles_v1.player_ship
Record ID sc-vehicles-v1-player-ship
Service game.vehicles
Table sc_vehicles_v1
Version macro SC_VEHICLES_SERVICE_VERSION
Packed table version 65536
Since / availability size >= 16; 1.0
Complete member extent (x64 bytes) 16
Table size (x64 bytes) 64

Header source

sco_result (*player_ship)(uint64_t* out_ship);
The ship you’re aboard (standing or seated in it). SCO_OK and the id; SCO_NOT_FOUND when you’re in no ship; SCO_UNAVAILABLE before you’ve spawned or without the capability. game.vehicles.seats.

Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE; self validity as checked by implementation; released-handle refusal unspecified. Additional failures/output state unspecified unless described in the buffer contract.

Absent table: query_service NOT_FOUND

Caller outputs; IDs/seat indexes are streaming-session values. No allocation transfer; internal allocation unspecified.

Game thread only (WRONG_THREAD elsewhere); last_error any thread. Recursive reentrancy unspecified.

unspecified

unspecified

No in-flight cancellation entrypoint; game acceptance need not mean action completed.

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_vehicles.h
(*player_ship)
cpp typed-wrapper include/scosdk/game/vehicles.hpp
return detail::CanCall(ref_.Get(), &sc_vehicles_v1::player_ship) ? ref_->player_ship(&ship) : SCO_UNAVAILABLE;
csharp typed-wrapper sdk/csharp/Sco.Sdk/Game/Vehicles.cs
ScoResult r = _t == null || _t->size < (uint)((byte*)&_t->player_ship - (byte*)_t + sizeof(nint)) || _t->player_ship == null ? ScoResult.Unavailable : _t->player_ship(&id);
lua typed-wrapper plugins/lua/sco_lua_game.c
const sco_result r = GAME_MEMBER(v, sc_vehicles_v1, player_ship) ? v->player_ship(&ship) : SCO_UNAVAILABLE;

None identified in the catalogue; this is not proof none can exist.

ABI pins prove layout, not semantic behavior or a live game session.