wrestle with writing to sim
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Content/LinacLab/MyMyUserWidget.uasset
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Content/LinacLab/MyMyUserWidget.uasset
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Content/LinacLab/vt100_Blueprint.uasset
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Content/LinacLab/vt100_Blueprint.uasset
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@ -23,6 +23,24 @@ UTheracAdapterComponent::UTheracAdapterComponent() {
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// ...
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// ...
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}
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}
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void UTheracAdapterComponent::UpdateSimulator(
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ExtCallType ect,
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HsStablePtr wrapped_comms,
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BeamType beam_type,
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CollimatorPosition collimator_position,
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HsInt beam_energy
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) {
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if (wrapped_comms == nullptr)
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wrapped_comms = wrappedComms;
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wrap_external_call(
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wrapped_comms,
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ect,
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beam_type,
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collimator_position,
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beam_energy
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);
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}
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// Called when the game starts
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// Called when the game starts
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void UTheracAdapterComponent::BeginPlay() {
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void UTheracAdapterComponent::BeginPlay() {
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/*
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/*
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@ -46,6 +46,14 @@ public:
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FText BeamEnergy;
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FText BeamEnergy;
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void UpdateSimulator(
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ExtCallType ect,
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HsStablePtr wrapped_comms = nullptr,
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BeamType beam_type = BeamTypeUndefined,
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CollimatorPosition collimator_position = CollimatorPositionUndefined,
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HsInt beam_energy = 25000
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);
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protected:
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protected:
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// Called when the game starts
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// Called when the game starts
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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