Move a lot of EngineWrapper interfaces out of LuprexGameModeBase

This commit is contained in:
2026-02-14 03:35:08 -05:00
parent d046ef8161
commit 2eacc12cad
10 changed files with 155 additions and 165 deletions

View File

@@ -23,29 +23,6 @@
class UlxLuaValues;
////////////////////////////////////////////////////////////
//
// ElxLuaSyntaxCheck
//
// Classifies console commands syntactically:
//
// SlashCommand: starts with a slash, not lua
// Whitespace: the input only contains whitespace
// ValidLua: the input is valid lua code
// TruncatedLua: the input is truncated
// InvalidLua: invalid lua
//
////////////////////////////////////////////////////////////
UENUM(BlueprintType)
enum class ElxLuaSyntaxCheck : uint8 {
SlashCommand,
Whitespace,
ValidLua,
TruncatedLua,
InvalidLua,
};
////////////////////////////////////////////////////////////
//
// FlxParsedProto
@@ -158,16 +135,6 @@ public:
static FString AllKnownReturnValueTypes() { return AllFunctionsWithPrefix(TEXT("LuaCallReturnValue_")); }
public:
// Syntactically validate lua code. Parses the
// code and returns an error message. If the code
// is error-free, the error message is empty.
//
// TODO: This doesn't belong here. This library
// is for LuaCallNode's internal implementation.
//
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
////////////////////////////////////////////////////////
//
// Functions that initiate and complete the lua call.