GE Lua Documentation

Press F to search!

status

Definition


-- @/=[C]:-1
function status(...)

Callers

@/inspector/Models/ApplicationCacheFrame.js
    get manifest() { return this._manifest; }
    get status() { return this._status; }
    set status(status) { this._status = status; }
    get status() { return this._status; }
    set status(status) { this._status = status; }
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua

      -- Update status (early/late/on-time) from timing result
      if timecardItem.data.timingResult and timecardItem.data.timingResult.status then
@/inspector/Views/GeneralTreeElement.js

    get status()
    {

    set status(x)
    {
@/lua/vehicle/extensions/escMeasurement.lua
    watchdogHeartbeat()
    if coroutine.status(workerCoroutine) == "dead" then
      log("I", logTag, "coroutine dead, hitting killswitch")
@/lua/vehicle/extensions/dynamicVehicleData.lua
    watchdogHeartbeat()
    if coroutine.status(workerCoroutine) == "dead" then
      log("I", logTag, "coroutine dead, hitting killswitch")
@/lua/ge/extensions/core/jobsystem.lua

    if coroutine.status(co.t) == "dead" then
      -- queue to be removed
@/lua/console/unittests.lua
--[[
jit_state = jit.status()
if (jit_state) then
@/ui/ui-vue/src/bridge/libs/UINavEvents.js
  /**
   * Crossfire status (on/off)
   *
@/lua/ge/extensions/util/screenshotCreator.lua
    end
    if coroutine.status(workerCoroutine) == "dead" then
      workerCoroutine = nil
@/lua/common/libs/LuLPeg/lulpeg.lua
    luajit = jit and true or false,
    jit = jit and jit.status(),
    lua52_len = not #setmetatable({},{__len = function()end}),
@/lua/ge/extensions/ui/gameplaySelector/tileSorting.lua

-- Helper function to compare career status (for challenges)
local function compareCareerStatus(a, b)
@/lua/ge/extensions/ui/appSelector/general.lua
  table.sort(items, function(a, b)
    -- First sort by auxiliary status (non-auxiliary first)
    local aAux = a.isAuxiliary or false