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