Changing drv_invoke to drv_call_function
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@@ -2,7 +2,6 @@
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#include "LuaCall.h"
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#include "IntegrationGameModeBase.h"
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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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@@ -54,11 +53,11 @@ void UlxLuaCallLibrary::LuaCallAddBooleanParameter(UObject *context, bool pbool)
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}
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void UlxLuaCallLibrary::LuaCallInvoke(UObject *context, bool background) {
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void UlxLuaCallLibrary::LuaCallInvoke(UObject *context, AActor *place) {
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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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mode->LuaCallInvoke(place);
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}
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@@ -74,5 +73,5 @@ void UlxLuaCallLibrary::InvokeEngioMove(UObject *context, const FString &action,
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sb.write_fvector(xyz);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER);
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sb.write_double(facing);
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mode->LuaCallInvoke(true);
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mode->LuaCallInvoke(nullptr);
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}
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