game.vehicles
Methods and entrypoints for game.vehicles.
sc_vehicles_v1
Section titled “sc_vehicles_v1”Source: sc_vehicles.h, implementation, layout pin.
Capability seats gates player_ship/seats/seat_occupant; seat gates seat/eject;
flight_ready gates power_on. sc_vehicle_seat stride is frozen at 96 bytes;
name is 64 bytes including NUL. Missing USABLE_KNOWN means unknown usability,
not false; an occupied but undecodable actor can have occupant_id 0. Mutations
check permitted actor/vehicle ownership, not arbitrary game objects. Per-method
BAD_ARG checks exist, but these implementations do not uniformly test the
released-owner marker: do not infer the host API’s post-unload rejection guarantee.
Error outputs on WRONG_THREAD are not uniformly zeroed. See vehicles.