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