You are reading the docs of SDK 1.2.0, an older release. See the latest (1.11.0).
Reference · SDK 1.2.0
Hook points
Hook points
Start with: ·
11 hook points
rac1.item.give
Gives the player item id: sets its owned and obtained bytes, shows its banner, gives its starting ammo, marks it bought in the vendor's stock and adds it to the quick select; equip non-zero also puts it in hand. Every item the game gives goes through it but the Persuader's.
Also named Item_Give · Discs: PAL, NTSC
Start a mod with it
Do something, call the original, maybe do more after.
openrac.hook("rac1.item.give", function(original, id, equip)
-- before: change an argument, count a call, ...
original(id, equip)
-- after
end)Name it in your manifest too: "hooks": ["rac1.item.give"]. Open it in the manifest builder
Fields
Game state a script reads and writes by name: openrac.fields.hero.position.x. Experimental: these name the game's internals and follow the decompilation.
| Name | Type | What it is |
|---|---|---|
| hero.position.x | f32 | Where the hero is (gHeroPos). |
| hero.position.y | f32 | |
| hero.position.z | f32 | |
| hero.facing | f32 | The way he faces (rot.z), in radians. |
| hero.move_yaw | f32 | Where the stick moves him: the stick's angle plus the camera's yaw. |
| hero.state | i32read-only | His state: 0 standing, 2 running, 7 jumping, ... |
| bolts | i32 | The player's bolts. |
Generated from sdk/bindings/rac1.json at sdk-v1.2.0. Edit this page or report a problem.