fix: unpausing game doesn't cause reloading of lua files anymore
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@ -223,6 +223,8 @@ namespace ui_scripting
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}
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bool doneFirstSnapshot = false;
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void ui_cod_init_stub(const bool frontend)
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void ui_cod_init_stub(const bool frontend)
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{
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{
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ui_cod_init_hook.invoke(frontend);
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ui_cod_init_hook.invoke(frontend);
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@ -232,30 +234,31 @@ namespace ui_scripting
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// Fetch the names of the local files so file overrides are already handled
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// Fetch the names of the local files so file overrides are already handled
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globals = {};
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globals = {};
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const utils::nt::library host{};
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const utils::nt::library host{};
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doneFirstSnapshot = false;
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load_local_script_files((game::get_appdata_path() / "data/ui_scripts/").string());
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load_local_script_files((game::get_appdata_path() / "data/ui_scripts/").string());
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load_local_script_files((host.get_folder() / "boiii/ui_scripts/").string());
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load_local_script_files((host.get_folder() / "boiii/ui_scripts/").string());
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return;
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return;
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}
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}
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const auto _0 = utils::finally(&try_start);
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try_start();
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}
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}
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void ui_cod_lobbyui_init_stub()
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void ui_cod_lobbyui_init_stub()
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{
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{
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ui_cod_lobbyui_init_hook.invoke();
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ui_cod_lobbyui_init_hook.invoke();
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const auto _0 = utils::finally(&try_start);
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try_start();
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}
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}
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void cl_first_snapshot_stub(int a1)
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void cl_first_snapshot_stub(int a1)
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{
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{
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cl_first_snapshot_hook.invoke(a1);
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cl_first_snapshot_hook.invoke(a1);
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if (game::Com_IsRunningUILevel())
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if (game::Com_IsRunningUILevel() || doneFirstSnapshot)
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{
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{
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return;
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return;
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}
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}
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doneFirstSnapshot = true;
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const auto _0 = utils::finally(&try_start);
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try_start();
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}
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}
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void ui_shutdown_stub()
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void ui_shutdown_stub()
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