Why use it
It provides direct, allocation-conscious access to the utility module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Function · 2 overloads
Performs `gameplay event` as part of the utility module.
inline GameplayEventSample gameplay_event(QueueEvent value)Performs `gameplay event` as part of the utility module.
| Parameter | Type | Meaning |
|---|---|---|
value | QueueEvent | Value supplied for value. Keep referenced or pointed-to data valid for the complete call. |
Returns: GameplayEventSample. Check the value before continuing when it represents success, availability or a resource handle.
#include "utility.hpp"
// Assume these named values have been initialized with valid data:
// QueueEvent value
auto result = epok::gameplay_event(value);It provides direct, allocation-conscious access to the utility module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/utility.hpp:160
inline QueueEvent gameplay_event(GameplayEventSample value)Performs `gameplay event` as part of the utility module.
| Parameter | Type | Meaning |
|---|---|---|
value | GameplayEventSample | Value supplied for value. Keep referenced or pointed-to data valid for the complete call. |
Returns: QueueEvent. Check the value before continuing when it represents success, availability or a resource handle.
#include "utility.hpp"
// Assume these named values have been initialized with valid data:
// GameplayEventSample value
auto result = epok::gameplay_event(value);It provides direct, allocation-conscious access to the utility module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/utility.hpp:161
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