sc_vehicles_v1.power_on
Sends the game’s Flight Ready event to ship’s pilot dashboard, as pressing R in the pilot seat does. You may power on the ship you’re aboard, your player’s own registered vehicles and ships your plugin spawned through spawn_as; anything else is SCO_BAD_ARG. SCO_FAILED while the ship has no dashboard streamed in yet (a big ship takes up to 20 s): try again on a later tick. game.vehicles.flight_ready.
Signature
Section titled “Signature”sco_result (*)(sco_plugin *, uint64_t)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_vehicles_v1.power_on |
| Record ID | sc-vehicles-v1-power-on |
| Service | game.vehicles |
| Table | sc_vehicles_v1 |
| Version macro | SC_VEHICLES_SERVICE_VERSION |
| Packed table version | 65536 |
| Since / availability | size >= 56; 1.0 |
| Complete member extent (x64 bytes) | 56 |
| Table size (x64 bytes) | 64 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*power_on)(sco_plugin* self, uint64_t ship);
Sends the game’s Flight Ready event to ship’s pilot dashboard, as pressing R in the pilot seat does. You may power on the ship you’re aboard, your player’s own registered vehicles and ships your plugin spawned through spawn_as; anything else is SCO_BAD_ARG. SCO_FAILED while the ship has no dashboard streamed in yet (a big ship takes up to 20 s): try again on a later tick. game.vehicles.flight_ready.
Results and failures
Section titled “Results and failures”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 capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller outputs; IDs/seat indexes are streaming-session values. No allocation transfer; 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; game acceptance need not mean action completed.
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_vehicles.h(*power_on) |
| cpp | typed-wrapper | include/scosdk/game/vehicles.hppsco_result PowerOn(uint64_t ship) const noexcept { return detail::CanCall(ref_.Get(), &sc_vehicles_v1::power_on) ? ref_->power_on(self_, ship) : SCO_UNAVAILABLE; } |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Vehicles.cspublic ScoResult PowerOn(ulong ship) => _t == null || _t->size < (uint)((byte*)&_t->power_on - (byte*)_t + sizeof(nint)) || _t->power_on == null ? ScoResult.Unavailable : _t->power_on(Self, ship); |
| lua | unsupported | sdk/docs/lua.mdRead-only: scripts can list seats but can’t seat, eject or power on |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_vehicles.c
- tests/test_app.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
ABI pins prove layout, not semantic behavior or a live game session.