status
Definition
-- @/=[C]:-1
function status(...)
Callers
@/lua/vehicle/extensions/escMeasurement.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/vehicle/extensions/dynamicVehicleData.lua
watchdogHeartbeat()
if coroutine.status(workerCoroutine) == "dead" then
log("I", logTag, "coroutine dead, hitting killswitch")
@/lua/ge/extensions/util/screenshotCreator.lua
end
if coroutine.status(workerCoroutine) == "dead" then
workerCoroutine = nil
@/inspector/Views/GeneralTreeElement.js
get status()
{
set status(x)
{
@/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
@/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/ui/appSelector/general.lua
table.sort(items, function(a, b)
-- First sort by auxiliary status (non-auxiliary first)
local aAux = a.isAuxiliary or false
@/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)
@/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; }