Epok Engine

EPOK RUNTIME

epok::bp::is_a

Function · 2 overloads

Function

Reports whether a as part of compiled Blueprint execution and object interaction.

Belongs to
epok::bp
Header
blueprint_spawn.hpp
Overloads
2

Declaration 1 of 2

Declaration
inline bool is_a(DataHandle id,ClassId type)

Reports whether a as part of compiled Blueprint execution and object interaction.

ParameterTypeMeaning
idDataHandleValue supplied for id. Keep referenced or pointed-to data valid for the complete call.
typeClassIdValue supplied for type. Keep referenced or pointed-to data valid for the complete call.

Returns: bool. Check the value before continuing when it represents success, availability or a resource handle.

Example

C++ example
#include "blueprint_spawn.hpp"

// Assume these named values have been initialized with valid data:
// DataHandle id
// ClassId type

auto result = epok::bp::is_a(id, type);

Why use it

The boolean result makes success, availability or state explicit without exceptions.

Trade-offs and warnings

Check the return value; `false` is part of normal control flow for many PSX resource operations.

Declared in runtime/blueprint_spawn.hpp:11

Declaration 2 of 2

Declaration
inline bool is_a(ObjectId id,ClassId type)

Reports whether a as part of compiled Blueprint execution and object interaction.

ParameterTypeMeaning
idObjectIdValue supplied for id. Keep referenced or pointed-to data valid for the complete call.
typeClassIdValue supplied for type. Keep referenced or pointed-to data valid for the complete call.

Returns: bool. Check the value before continuing when it represents success, availability or a resource handle.

Example

C++ example
#include "blueprint_spawn.hpp"

// Assume these named values have been initialized with valid data:
// ObjectId id
// ClassId type

auto result = epok::bp::is_a(id, type);

Why use it

The boolean result makes success, availability or state explicit without exceptions.

Trade-offs and warnings

Check the return value; `false` is part of normal control flow for many PSX resource operations.

Declared in runtime/blueprint_spawn.hpp:10

Related members