IsEnabled

method
IsEnabled<override>()<transacts><decides>: void

Succeeds if the device is enabled, fails if it's disabled.

Module
/Fortnite.com/Devices
Declared in
bank_vault_device
Source
fortnite

Used in

for (Light : all_lights):

    # Step 3: Check the state
    # Is the light currently turned on?
    # creative_prop exposes IsEnabled() for this purpose.
    if (Light.IsEnabled[] = true):

        # Step 4: Remember the result
        # We add this light to our "On" list.
        on_lights_list += array{Light}
CameraSystem / Camera Module verse-source
#var IsEnabled : logic = false # This isn't set per player!
        var RegisteredPlayersMap : [agent]player_camera_state = map{}

        # Current active camera indices
        var CurrentOrbitIndex : int = 0
        var CurrentFixedAngleIndex : int = 0
        var CurrentFixedPointIndex : int = 0
SaveSystem / Player Events verse-source
# Subscribe to sprint event
        if (UsingPlayerEvents.IsSprintEventEnabled?):
            PlayerData.Subs.Add(Character.SprintedEvent().Subscribe(OnPlayerSprint))

        # Subscribe to healing events
        if (UsingPlayerEvents.GetHealedResults.IsEnabled?):
            PlayerData.Subs.Add(Character.HealedEvent().Subscribe(OnPlayerHealed))

        # Subscribe to damage events
        if (UsingPlayerEvents.GetDamagedResults.IsEnabled?):
            PlayerData.Subs.Add(Character.DamagedEvent().Subscribe(OnPlayerDamaged))

        # Subscribe to shield events
        if (UsingPlayerEvents.GetShieldDamagedResults.IsEnabled?):
            PlayerData.Subs.Add(Character.DamagedShieldEvent().Subscribe(OnPlayerShieldDamaged))
        if (UsingPlayerEvents.GetShieldHealedResults.IsEnabled?):
            PlayerData.Subs.Add(Character.HealedShieldEvent().Subscribe(OnPlayerShieldHealed))
        
        # Subscribe to elimination events
        if (UsingPlayerEvents.IsEliminatedEventEnabled?):
            PlayerData.Subs.Add(Character.EliminatedEvent().Subscribe(OnPlayerEliminated))
SaveSystem / Player Config verse-source
getresults_settings<public>:= struct<concrete>:
    @editable
    IsEnabled<public>: logic = true

    @editable
    IsCauserAndTypeEnabled<public>: logic = false


# Player Events
EventSystem / Event Module verse-source
log_events<public> := class(log_channel):
    IsEnabled<public> : logic = false
<#
# List of guards currently suspicious
#var EventMap<public>: weak_map(session, []event()) = map{}
var EventMap<public>: weak_map(session, []get_event) = map{}

AddEvent<public>(Event : event()):void =
EventSystem / Event Controller verse-source
InitializeEventMaps()
        spawn{ ListenForEvents() }
        
    Cleanup<public>():void =
        set Enabled = false
        
    IsEnabled<public>():logic = Enabled
    
    # Initialize event maps for quick lookup
    InitializeEventMaps<protected>():void =
        # Combat events
        for (Event : EventRegistry.CombatEvents, set CombatEventMap[Event.EventID] = Event) {}
SearchSystem / Search Action Menu verse-source
ButtonState := action_button_state:
                        ActionType := Action
                        ButtonText := GetActionText(Action)
                        IsEnabled := true
                    set CurrentActions += array{ButtonState}
        
        # Hide unused buttons (iterate by index to avoid transaction issues)
        for (I := 0..ActionButtons.Length - 1):
            if (Button := ActionButtons[I]):
                var IsUsed : logic = false
SearchSystem / Search Data verse-source
action_button_state<public> := class:
    ActionType<public> : search_action_type = search_action_type.LookAt
    ButtonText<public> : string = ""
    IsEnabled<public> : logic = true

# Search system configuration
search_system_config<public> := class<concrete>:
    @editable
    EnableDebugLogging<public> : logic = true
Modules / Camera Module verse-source
var IsEnabled : logic = false
        var RegisteredPlayersMap : [player]player_camera_state = map{}

        # Current active camera indices
        var CurrentOrbitIndex : int = 0
        var CurrentFixedAngleIndex : int = 0
        var CurrentFixedPointIndex : int = 0