Why use it
The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Method · 1 overload
Stops sequence as part of the gameplay api module.
static bool stop_sequence(timeline::Handle handle)Stops sequence as part of the gameplay api module.
| Parameter | Type | Meaning |
|---|---|---|
handle | timeline::Handle | Value supplied for handle. 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 "gameplay_api.hpp"
// Assume these named values have been initialized with valid data:
// timeline::Handle handle
auto result = epok::PlaybackLibrary::stop_sequence(handle);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/gameplay_api.hpp:311
burst_effectPerforms `burst effect` as part of the gameplay api module.Methodeffect_sequencePerforms `effect sequence` as part of the gameplay api module.Methodeffect_statePerforms `effect state` as part of the gameplay api module.Methodpause_effectPauses effect as part of the gameplay api module.Methodpause_sequencePauses sequence as part of the gameplay api module.Methodplay_effectStarts effect as part of the gameplay api module.Methodplay_sequenceStarts sequence as part of the gameplay api module.Methodresume_effectResumes effect as part of the gameplay api module.Methodresume_sequenceResumes sequence as part of the gameplay api module.Methodsequence_statePerforms `sequence state` as part of the gameplay api module.Methodstop_effectStops effect as part of the gameplay api module.Method