Why use it
The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Method · 1 overload
Starts clip as part of the object model module.
bool play_clip(uint32_t clip,bool looping)Starts clip as part of the object model module.
| Parameter | Type | Meaning |
|---|---|---|
clip | uint32_t | Value supplied for clip. Keep referenced or pointed-to data valid for the complete call. |
looping | bool | Value supplied for looping. 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:
// uint32_t clip
// bool looping
epok::Mesh3DComponent& object = /* obtain a valid instance */;
auto result = object.play_clip(clip, looping);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.
Declared in runtime/object_model.hpp:677
bone_countPerforms `bone count` as part of the object model module.Methodclass_idPerforms `class id` as part of the object model module.Methodclip_countPerforms `clip count` as part of the object model module.Methodclip_framesPerforms `clip frames` as part of the object model module.Methodclip_loop_ticksOne loop of a clip, measured in the animator's own two-per-frame ticks.Methodentity_slotPerforms `entity slot` as part of the object model module.Methodgeometry_statePerforms `geometry state` as part of the object model module.Methodlighting_enabledPerforms `lighting enabled` as part of the object model module.Methodmaterial_statePerforms `material state` as part of the object model module.Methodpause_animationPauses animation as part of the object model module.Methodplayback_stateStarts back state as part of the object model module.Methodquad_countPerforms `quad count` as part of the object model module.Method