A few tiny cleanups
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@@ -40,9 +40,9 @@ private:
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FCriticalSection Mutex;
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EngineWrapper Wrapper;
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// The Lua Call Assembly Buffer. Used to build up
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// a call across multiple UFUNCTION invocations.
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// Only accessed from the game thread.
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// The Lua Call Assembly Buffer. Used to build up a call
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// across multiple UFUNCTION invocations. This is not protected
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// by the mutex, so it should only be used by the game thread.
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//
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FlxStreamBuffer LuaCallBuffer;
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@@ -18,7 +18,7 @@
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#include "EdGraph/EdGraphPin.h"
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#include <string_view>
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#include <string>
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "LuaCall.generated.h"
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class UlxLuaValues;
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@@ -116,7 +116,7 @@ public:
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////////////////////////////////////////////////////////////
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UCLASS()
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class INTEGRATION_API UlxLuaCallLibrary : public UObject
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class INTEGRATION_API UlxLuaCallLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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@@ -62,7 +62,6 @@ void ALuprexGameModeBase::ResetToInitialState()
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// Reset the clocks.
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EngineSeconds = 0.0;
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NextRotateCube = 1.0;
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}
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void ALuprexGameModeBase::UpdateConsoleOutput() {
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@@ -119,9 +119,6 @@ public:
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds = 0.0f;
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// When do we next rotate the cube.
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float NextRotateCube = 1.0f;
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// This allows us to post-tick.
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FDelegateHandle OnWorldPostActorTickHandle;
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