Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.
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4 changed files with 21 additions and 0 deletions
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@ -515,6 +515,7 @@ DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(WorldLightning)
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DEFINE_EVENT_LOOPER(WorldTick)
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DEFINE_EVENT_LOOPER(UiTick)
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DEFINE_EVENT_LOOPER(PostUiTick)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, true);
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@ -648,6 +649,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiTick);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PostUiTick);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
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@ -1044,6 +1046,18 @@ void DStaticEventHandler::UiTick()
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}
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}
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void DStaticEventHandler::PostUiTick()
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{
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IFVIRTUAL(DStaticEventHandler, PostUiTick)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_PostUiTick_VMPtr)
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return;
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VMValue params[1] = { (DStaticEventHandler*)this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (player < 0)
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