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Sanitize some of the BPmodloader logic #886
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I think this looks good but would like @UE4SS or someone that works with Lua more to look at it. |
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What a mess of a PR.
Parenthesis added to a lot of if-statements where none is needed.
Re-organizing the file in a commit that also has logic changes, causing the diff to be unnecessarily large which in turn requires a full re-review of the moved code to figure out if the code was actually changed (it was) or just moved.
For future PRs, if you cannot avoid reorganizing code, please do so in a separate commit to make it easier to review.
Then simply close it, why are you wasting your time on complaining and/or wasting my time as well. |
How is it a waste ? |
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I'd like to cleanup some of the typos/comments before merge, but I can do that if Kein doesn't want to. |
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I can do that but ideally I also would like to either merge My main concern is pointless 2 events that still being registered when no supplementary blueprint mods exist. I'm bad at reading C source but my understanding the match for event name is checked every single time ANY event execution call is, well, called. P.S. I know that any BP can use these events not just modactors |
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Yeah, BP hooks are rough on performance, though it's just an int comparison. People do use the print even without using our modloader so we can't really just make it suddenly not work, but we have other hooks that seem to hook even when they're not used, which is a mess. |
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May be we can move to a shared instance that can be The only disadvantage is that mods need to opt-in now |
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As a proposal, I also changed the reload hotkey to ALT+INS. |
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I second that. Usually INS is my Reshade key. |
This should be added to the changelog. |
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Changelog where exactly? The CHANGELOG file? |
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We shouldn't do anything if there is no PAK mods.