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|**ProcessEvent spy**| Diagnostic pattern: install a global `Hook::RegisterProcessEventPreCallback` and log each unique `(UClass, UFunction)` pair exactly once. Answers "which UFunctions fire during this one action?" without speculation. See [Global Hooks](../ue4ss/global-hooks.md). |
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|**GMalloc**| UE4's global `FMalloc*` pointer (shipping SC6: `DAT_1441971C8`). The thread-safe heap allocator shared by `FMemory::Malloc/Realloc/Free` and UE4SS's `RC::Unreal::GMalloc`. A mod that grows a game-owned `TArray` must use this same allocator; otherwise the component's later `Flush` frees a CRT-allocated buffer and corrupts the heap. |
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|**Stage code**| The string identifier for a stage (e.g. `STG001`, `STG011_R`, `STG006_V`). Routed to an asset path by `ResolveStageCodeToAssetPath @ 0x140641840` via substring matching on DLC keys (`014`, `_V`, `016`, `006_R`, `011_R`, `015`, `017`, `018`). Custom mod codes that avoid these substrings auto-route to `/Game/Stage/<code>/Maps/<code>`. Packed into an int by `ParseStageCodeStrToId`: bit 8 = `_R`, bit 9 = `_V`. See [Stage System](../sc6/stage-system.md). |
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|**StageInfoHandler**|`scbattle::StageInfoHandler` — the gameplay-side stage geometry interface, allocated by `LuxBattle_CreateStageInfoHandler @ 0x1403c3010`. Backed by globals at `0x144844010..0x144844158` (RngSeed, StageBoundaryParams, BarrierArray). Runs on the deterministic battle clock, separate from UE4 collision; this is what ring-out / wall-break tests actually consult. See [Stage System](../sc6/stage-system.md#two-tier-collision-gameplay-vs-visuals). |
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|**StageInfoHandler**|`scbattle::StageInfoHandler` — the gameplay-side stage geometry interface, allocated by `LuxBattle_CreateStageInfoHandler @ 0x1403c3010`. Backed by globals at `0x144844010..0x144844130` (RngSeed, StageBoundaryParams, 12-entry BarrierArray). Runs on the deterministic battle clock, separate from UE4 collision; ring-out also depends on the `J_StgHitChkData` terrain/wall grid. See [Stage System](../sc6/stage-system.md#stage-collision-storage). |
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|**Master stage enum**|`g_LuxStage_MasterEnumStringTable @ 0x144149c50` — the `TArray<FBattleStageEnumEntry>` (31 stock rows) that defines the entire stage roster. Statically built by `InitGlobalLuxStageMasterEnumStringTable @ 0x140149720`. Adding a new stage to the random-pool / picker UI requires hooking this initializer to append entries. See [Stage System](../sc6/stage-system.md#master-enum-table). |
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|**`_T` / `_R` / `_V` stage suffixes**| Variant codes on stock stages. `_T` = Anomaly (Story-mode tutorial-style alt arena, filtered out of the random pool). `_R` = Remix (DLC variant of a base stage). `_V` = DLC13 alt-VS variant. The random-map filter only strips `_T`; `_R` and `_V` survive, which is why STG006 / STG011 etc. roll 3× as often as singleton stages. See [Random-pool bias](../sc6/stage-system.md#random-pool-bias). |
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|**Steam Leaderboards (SC6)**| The actual storage backend for character usage stats and ranked-match scores. App ID `544750`. Six known leaderboards: `Characterboard` (per-character usage), `RankmatchWorld/Asia/America/Europe/Other` (regional ranked match). Publicly readable via Steam Web API — no game modification needed. See [Leaderboards](../sc6/leaderboards.md). |
|`0x144844010`|`g_scbattle_StageInfo_RngSeed`| Host-broadcast stage-info seed at the head of `scbattle_StageInfoParam`. |[Stage System: scbattle ring-boundary block](../sc6/stage-system.md#scbattle-ring-boundary-block)|
|`0x14470D0D0`|`g_pLuxBattle_StgHitChkDataA`| Serialized `J_StgHitChkData*` attached into frame-bounds grid A. |[Stage System: J_StgHitChkData terrain/wall grid](../sc6/stage-system.md#j_stghitchkdata-terrainwall-grid)|
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|`0x14470D0F8`|`g_pLuxBattle_StgHitChkDataB`| Serialized `J_StgHitChkData*` attached into frame-bounds grid B. |[Stage System: J_StgHitChkData terrain/wall grid](../sc6/stage-system.md#j_stghitchkdata-terrainwall-grid)|
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|`0x14470DEDC`|`g_LuxBattle_FrameContextUseB`| Selects frame-transform/grid A vs B. |[structures](../sc6/structures.md#frame-bounds-grid)|
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|`0x144844DD0`|`g_LuxBattle_FrameBoundsGridA`| Live terrain/wall frame-bounds grid A. |[structures](../sc6/structures.md#frame-bounds-grid)|
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|`0x144845E80`|`g_LuxBattle_FrameBoundsGridB`| Live terrain/wall frame-bounds grid B, embedded in FrameTransformB at `+0xC60`. |[structures](../sc6/structures.md#frame-bounds-grid)|
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|`0x143E87838`|`KHitBase_vftable`| Vtable for the `KHitBase` family. |[structures](../sc6/structures.md#hit-detection-node-structs-khit)|
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