Why use it
The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Function · 1 overload
Performs `pose all` as part of rigid skeletal animation and pose evaluation.
inline bool pose_all(const SkeletalMesh& model,const Animator& animator,int16_t aim_bone,const int16_t* aim_stop_bones,Fixed aim_pitch,PoseKind pose)Performs `pose all` as part of rigid skeletal animation and pose evaluation.
| Parameter | Type | Meaning |
|---|---|---|
model | const SkeletalMesh & | Value supplied for model. Keep referenced or pointed-to data valid for the complete call. |
animator | const Animator & | Value supplied for animator. Keep referenced or pointed-to data valid for the complete call. |
aim_bone | int16_t | Value supplied for aim_bone. Keep referenced or pointed-to data valid for the complete call. |
aim_stop_bones | const int16_t * | Value supplied for aim_stop_bones. Keep referenced or pointed-to data valid for the complete call. |
aim_pitch | Fixed | Value supplied for aim_pitch. Keep referenced or pointed-to data valid for the complete call. |
pose | PoseKind | Value supplied for pose. 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 "skeletal.hpp"
// Assume these named values have been initialized with valid data:
// const SkeletalMesh & model
// const Animator & animator
// int16_t aim_bone
// const int16_t * aim_stop_bones
// Fixed aim_pitch
// PoseKind pose
auto result = epok::skeletal_query_detail::pose_all(model, animator, aim_bone, aim_stop_bones, aim_pitch, pose);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/skeletal.hpp:156
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