calling lua function inside an async function causes lots of issues (probably caused by the fact that it runs on a separate thread?), solved by creating a queue of functions to be called on the main thread
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@@ -394,6 +394,7 @@ namespace Barotrauma
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TaskPool.Update();
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CoroutineManager.Update((float)Timing.Step, (float)Timing.Step);
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GameMain.Lua.Update();
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GameMain.Lua.hook.Call("think", new object[] { });
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performanceMeasurement.Stop();
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LuaSetup.LuaTimer.LastUpdateTime = performanceMeasurement.ElapsedMilliseconds;
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