Fixing registration of package path.
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@ -33,8 +33,7 @@ void LUA_print(T number) {
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}
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// Check if the lua function <name> is defined
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bool lua_function_exists(lua_State* lua_state, const char* name)
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{
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inline bool lua_function_exists(lua_State* lua_state, const char* name) {
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luabind::object g = luabind::globals(lua_state);
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luabind::object func = g[name];
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return func && (luabind::type(func) == LUA_TFUNCTION);
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@ -42,13 +41,12 @@ bool lua_function_exists(lua_State* lua_state, const char* name)
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// Add the folder contain the script to the lua load path, so script can easily require() other lua scripts inside that folder, or subfolders.
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// See http://lua-users.org/wiki/PackagePath for details on the package.path syntax.
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void luaAddScriptFolderToLoadPath(lua_State* myLuaState, const char* fileName) {
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inline void luaAddScriptFolderToLoadPath(lua_State* myLuaState, const char* fileName) {
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const boost::filesystem::path profilePath( fileName );
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if( !profilePath.parent_path().empty() ) {
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const std::string folder = profilePath.parent_path().string();
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const std::string luaCode = "package.path = \"" + folder + "/?.lua;\" .. package.path";
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luaL_dostring( myLuaState, luaCode.c_str() );
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}
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std::string folder = profilePath.parent_path().string();
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//TODO: This code is most probably not Windows safe since it uses UNIX'ish path delimiters
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const std::string luaCode = "package.path = \"" + folder + "/?.lua;profiles/?.lua;\" .. package.path";
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luaL_dostring( myLuaState, luaCode.c_str() );
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}
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#endif /* LUAUTIL_H_ */
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