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}
IsEnabled
methodIsEnabled<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
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