Why use it
The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Function · 2 overloads
Reports whether active as part of the epok module.
bool is_active(const ActorData* entity)Reports whether active as part of the epok module.
| Parameter | Type | Meaning |
|---|---|---|
entity | const ActorData * | Value supplied for entity. 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.
#include "epok.hpp"
// Assume these named values have been initialized with valid data:
// const ActorData * entity
auto result = epok::is_active(entity);The boolean result makes success, availability or state explicit without exceptions.
Check the return value; `false` is part of normal control flow for many PSX resource operations. Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/epok.hpp:191
inline bool is_active(Object* value)Reports whether active as part of the object model module.
| Parameter | Type | Meaning |
|---|---|---|
value | Object * | Value supplied for value. 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.
#include "object_model.hpp"
// Assume these named values have been initialized with valid data:
// Object * value
auto result = epok::is_active(value);The boolean result makes success, availability or state explicit without exceptions.
Check the return value; `false` is part of normal control flow for many PSX resource operations. Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/object_model.hpp:1254
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