Improve consistency of naming in 'invoke/access' pipeline.

This commit is contained in:
2025-06-13 21:03:13 -04:00
parent 676b5bd119
commit f150b14d30
13 changed files with 71 additions and 71 deletions

View File

@@ -20,14 +20,14 @@
#define DRV_ERRMSG_SIZE 8192
#define DRV_SHORTSTRING_SIZE 65536
enum class InvocationKind {
enum class AccessKind {
INVALID,
LUA_INVOKE,
LUA_PROBE,
LUA_EXPR,
LUA_SOURCE,
FLUSH_PRINTS,
TICK,
INVOKE_LUA_CALL,
INVOKE_LUA_EXPR,
INVOKE_FLUSH_PRINTS,
INVOKE_TICK,
INVOKE_LUA_SOURCE,
PROBE_LUA_CALL,
};
class DrivenEngine;
@@ -212,7 +212,7 @@ struct EngineWrapper {
// This is the main pathway for blueprints, or the unreal C++ code,
// to change the state of the world.
//
void (*play_call_function)(EngineWrapper *w, InvocationKind kind, int64_t place, uint32_t datapklen, const char *datapk, uint32_t *retpklen, const char **retpk);
void (*play_access)(EngineWrapper *w, AccessKind kind, int64_t place, uint32_t datapklen, const char *datapk, uint32_t *retpklen, const char **retpk);
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