Move a lot of EngineWrapper interfaces out of LuprexGameModeBase
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@@ -119,4 +119,28 @@ public:
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// next time you call this.
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//
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StringViewVec GetAnimationQueues(IdView ids);
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// Call a Lua function. The datapk contains the
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// serialized class name, function name, and
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// arguments. If place_id is 0, defaults to the
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// current actor. The OnResult callback receives
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// the raw return data while the lock is held;
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// use it to copy the data before it goes away.
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//
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void ProbeLuaFunction(std::string_view datapk, int64 place_id, TFunction<void(std::string_view)> OnResult);
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// Invoke a Lua function (fire-and-forget, no
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// return values).
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//
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void InvokeLuaFunction(std::string_view datapk, int64 place_id);
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// Validate a Lua expression. Returns a syntax
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// classification and an error message. The error
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// message is empty if the code is valid.
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//
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ElxLuaSyntaxCheck ValidateLuaExpr(const FString &Code, FString &ErrorMessage);
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// Execute a Lua expression.
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//
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void InvokeLuaExpr(const FString &Code);
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};
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