LuaCall library complete.
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@@ -2,34 +2,66 @@
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#include "LuaCall.h"
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#include "IntegrationGameModeBase.h"
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void UlxLuaCallLibrary::LuaCallBegin(UObject *context, const FString &cname, const FString &fname) {
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static void CheckNotEmpty(const FlxStreamBuffer &sb) {
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if (sb.empty()) {
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UE_LOG(LogBlueprint, Fatal, TEXT("Must use LuaCallBegin before other LuaCall steps"));
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}
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}
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void UlxLuaCallLibrary::LuaCallAddStringParameter(UObject *context, const FString &pstring) {
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void UlxLuaCallLibrary::LuaCallBegin(UObject *context, const FString &cname, const FString &fname) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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mode->LuaCallBegin();
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sb.write_string(cname);
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sb.write_string(fname);
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}
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void UlxLuaCallLibrary::LuaCallAddStringParameter(UObject *context, const FString &pstring) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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CheckNotEmpty(sb);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::STRING);
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sb.write_string(pstring);
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}
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void UlxLuaCallLibrary::LuaCallAddFloatParameter(UObject *context, double pfloat) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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CheckNotEmpty(sb);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER);
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sb.write_double(pfloat);
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}
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void UlxLuaCallLibrary::LuaCallAddVectorParameter(UObject *context, const FVector &pvector) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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CheckNotEmpty(sb);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::VECTOR);
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sb.write_fvector(pvector);
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}
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void UlxLuaCallLibrary::LuaCallAddBooleanParameter(UObject *context, bool pbool) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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CheckNotEmpty(sb);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::BOOLEAN);
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sb.write_bool(pbool);
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}
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void UlxLuaCallLibrary::LuaCallInvoke(UObject *context, bool background) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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CheckNotEmpty(sb);
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mode->LuaCallInvoke(true);
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}
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void UlxLuaCallLibrary::InvokeEngioMove(UObject *context, const FString &action, const FVector &xyz, double facing) {
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AIntegrationGameModeBase *mode = AIntegrationGameModeBase::GetFromContext(context);
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FlxStreamBuffer &sb = mode->LuaCallGetBuffer();
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