Epok Engine

EPOK RUNTIME

epok::skeletal_world_point

Function · 1 overload

Function

Performs `skeletal world point` as part of the epok module.

Belongs to
epok
Header
epok.hpp
Overloads
1

Declaration

Declaration
bool skeletal_world_point(const ActorData& entity,const Fixed* model,Fixed* world)

Performs `skeletal world point` as part of the epok module.

ParameterTypeMeaning
entityconst ActorData &Value supplied for entity. Keep referenced or pointed-to data valid for the complete call.
modelconst Fixed *Value supplied for model. Keep referenced or pointed-to data valid for the complete call.
worldFixed *Value supplied for world. 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.

Example

C++ example
#include "epok.hpp"

// Assume these named values have been initialized with valid data:
// const ActorData & entity
// const Fixed * model
// Fixed * world

auto result = epok::skeletal_world_point(entity, model, world);

Why use it

The boolean result makes success, availability or state explicit without exceptions.

Trade-offs and warnings

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:303

Related members