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sc_vehicles_v1.seat

Puts actor into seat seat_index of ship, moving it out of any seat it’s in first. You may seat your player’s own actor, or an actor your plugin spawned through spawn.entities’ spawn_as or game.actors’ spawn_npc (while your plugin is loaded); anything else is SCO_BAD_ARG. SCO_FAILED: the seat isn’t usable (no SC_SEAT_USABLE), someone else is in it (nobody is evicted), the actor isn’t streamed in yet or has no seat link, or the game faulted. SCO_OK means the game accepted the link; it takes effect within a second or two: check seat_occupant() on a later tick, and call seat() again if it didn’t take. game.vehicles.seat.

sco_result (*)(sco_plugin *, uint64_t, uint64_t, uint32_t)

Service index

Property Value
Symbol sc_vehicles_v1.seat
Record ID sc-vehicles-v1-seat
Service game.vehicles
Table sc_vehicles_v1
Version macro SC_VEHICLES_SERVICE_VERSION
Packed table version 65536
Since / availability size >= 40; 1.0
Complete member extent (x64 bytes) 40
Table size (x64 bytes) 64

Header source

sco_result (*seat)(sco_plugin* self, uint64_t actor, uint64_t ship, uint32_t seat_index);
Puts actor into seat seat_index of ship, moving it out of any seat it’s in first. You may seat your player’s own actor, or an actor your plugin spawned through spawn.entities’ spawn_as or game.actors’ spawn_npc (while your plugin is loaded); anything else is SCO_BAD_ARG. SCO_FAILED: the seat isn’t usable (no SC_SEAT_USABLE), someone else is in it (nobody is evicted), the actor isn’t streamed in yet or has no seat link, or the game faulted. SCO_OK means the game accepted the link; it takes effect within a second or two: check seat_occupant() on a later tick, and call seat() again if it didn’t take. game.vehicles.seat.

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
(*seat)
cpp typed-wrapper include/scosdk/game/vehicles.hpp
return detail::CanCall(ref_.Get(), &sc_vehicles_v1::seat) ? ref_->seat(self_, actor, ship, seatIndex) : SCO_UNAVAILABLE;
csharp typed-wrapper sdk/csharp/Sco.Sdk/Game/Vehicles.cs
public ScoResult Seat(ulong actor, ulong ship, uint seatIndex) => _t == null || _t->size < (uint)((byte*)&_t->seat - (byte*)_t + sizeof(nint)) || _t->seat == null ? ScoResult.Unavailable : _t->seat(Self, actor, ship, seatIndex);
lua unsupported sdk/docs/lua.md
Read-only: scripts can list seats but can’t seat, eject or power on

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

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