void CScriptEngine::init () { CScriptStorage::reinit (); luabind::open (lua()); setup_callbacks (); export_classes (lua()); setup_auto_load (); #ifdef DEBUG m_stack_is_ready = true; #endif #ifdef DEBUG # ifdef USE_DEBUGGER if( !debugger() || !debugger()->Active() ) # endif lua_sethook (lua(),lua_hook_call, LUA_MASKLINE|LUA_MASKCALL|LUA_MASKRET, 0); #endif bool save = m_reload_modules; m_reload_modules = true; process_file_if_exists ("_G",false); m_reload_modules = save; register_script_classes (); object_factory().register_script (); #ifdef XRGAME_EXPORTS load_common_scripts (); #endif m_stack_level = lua_gettop(lua()); }
void CScriptEngine::init() { #ifdef USE_LUA_STUDIO bool lua_studio_connected = !!m_lua_studio_world; if (lua_studio_connected) m_lua_studio_world->remove (lua()); #endif // #ifdef USE_LUA_STUDIO CScriptStorage::reinit(); #ifdef USE_LUA_STUDIO if (m_lua_studio_world || strstr(Core.Params, "-lua_studio")) { if (!lua_studio_connected) try_connect_to_debugger (); else { #ifdef USE_LUAJIT_ONE jit_command (lua(), "debug=2"); jit_command (lua(), "off"); #else luaJIT_setmode(lua(), 0, LUAJIT_MODE_ENGINE | LUAJIT_MODE_OFF); #endif m_lua_studio_world->add (lua()); } } #endif // #ifdef USE_LUA_STUDIO luabind::open(lua()); setup_callbacks(); export_classes(lua()); setup_auto_load(); #ifdef DEBUG m_stack_is_ready = true; #endif #ifndef USE_LUA_STUDIO # ifdef DEBUG # if defined(USE_DEBUGGER) && !defined(USE_LUA_STUDIO) if( !debugger() || !debugger()->Active() ) # endif // #if defined(USE_DEBUGGER) && !defined(USE_LUA_STUDIO) lua_sethook (lua(),lua_hook_call, LUA_MASKLINE|LUA_MASKCALL|LUA_MASKRET, 0); # endif // #ifdef DEBUG #endif // #ifndef USE_LUA_STUDIO // lua_sethook (lua(), lua_hook_call, LUA_MASKLINE|LUA_MASKCALL|LUA_MASKRET, 0); bool save = m_reload_modules; m_reload_modules = true; process_file_if_exists("_G", false); m_reload_modules = save; register_script_classes(); object_factory().register_script(); #ifdef XRGAME_EXPORTS load_common_scripts(); #endif m_stack_level = lua_gettop(lua()); }