A little more decoupling, and rename ChannelPrints
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@@ -1,6 +1,5 @@
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#include "LockedWrapper.h"
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#include "LuprexGameModeBase.h"
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#include "lpx-drvutil.hpp"
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#include "lpx-paths.hpp"
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@@ -31,7 +30,7 @@ void FlxLockedWrapper::InitWrapper() {
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}
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}
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FString FlxLockedWrapper::FetchStdout() {
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FString FlxLockedWrapper::ChannelPrints() {
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if (Lockable.Wrapper.get_have_prints(Get()))
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{
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uint32_t ndata; const char* data;
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@@ -99,7 +99,7 @@ public:
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// Fetch Stdout as a string.
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//
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FString FetchStdout();
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FString ChannelPrints();
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// Get the current Actor ID.
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//
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@@ -112,7 +112,7 @@ void ALuprexGameModeBase::UpdateConsoleOutput() {
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// Copy Luprex Stdout into the console.
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FlxLockedWrapper lockedwrap(LockableWrapper);
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if (Playing) {
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FString Text = lockedwrap.FetchStdout();
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FString Text = lockedwrap.ChannelPrints();
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if (!Text.IsEmpty())
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{
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ConsoleAddOutput(Text);
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