refactor: add GUI instance reference to UI nodes
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@@ -268,21 +268,21 @@ void scripting::on_world_load(LevelController* controller) {
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lua::call_nothrow(L, 0, 0);
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}
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for (auto& pack : scripting::engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(L, pack.id + ":.worldopen");
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}
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}
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void scripting::on_world_tick() {
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auto L = lua::get_main_state();
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for (auto& pack : scripting::engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(L, pack.id + ":.worldtick");
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}
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}
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void scripting::on_world_save() {
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auto L = lua::get_main_state();
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for (auto& pack : scripting::engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(L, pack.id + ":.worldsave");
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}
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if (lua::getglobal(L, "__vc_on_world_save")) {
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@@ -292,7 +292,7 @@ void scripting::on_world_save() {
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void scripting::on_world_quit() {
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auto L = lua::get_main_state();
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for (auto& pack : scripting::engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(L, pack.id + ":.worldquit");
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}
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if (lua::getglobal(L, "__vc_on_world_quit")) {
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@@ -308,7 +308,7 @@ void scripting::on_world_quit() {
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void scripting::cleanup() {
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auto L = lua::get_main_state();
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lua::requireglobal(L, "pack");
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for (auto& pack : scripting::engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::requirefield(L, "unload");
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lua::pushstring(L, pack.id);
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lua::call_nothrow(L, 1);
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