LUALIB_API int luaopen_base (lua_State *L) { base_open(L); luaL_openlib(L, LUA_COLIBNAME, co_funcs, 0); lua_newtable(L); lua_setglobal(L, REQTAB); return 0; }
void luasrc_init (void) { if (g_bLuaInitialized) return; g_bLuaInitialized = true; L = lua_open(); luaL_openlibs(L); base_open(L); luaopen_CBaseCombatWeapon(L); luaopen_CBaseEntity(L); luaopen_CBasePlayer(L); luaopen_Color(L); luaopen_ConCommand(L); luaopen_ConVar(L); luaopen_dbg(L); luaopen_engine(L); luaopen_filesystem(L); luaopen_gpGlobals(L); luaopen_cvar(L); luaopen_helpers(L); luaopen_g_pVoiceServer(L); luaopen_randomStr(L); luaopen_UTIL(L); luaopen_Vector(L); luaopen_QAngle(L); Msg( "Lua initialized (" LUA_VERSION ")\n" ); }
LUALIB_API int luaopen_base (lua_State *L) { base_open(L); #if LUA_OPTIMIZE_MEMORY == 0 luaL_register(L, LUA_COLIBNAME, co_funcs); return 2; #else return 1; #endif }
LUALIB_API int luaopen_base (lua_State *L) { base_open(L); luaL_register(L, LUA_COLIBNAME, co_funcs); #ifndef COCO_DISABLE lua_pushboolean(L, 1); lua_setfield(L, -2, "coco"); #endif return 2; }
static svn_error_t * base_upgrade(svn_fs_t *fs, const char *path, apr_pool_t *pool, apr_pool_t *common_pool) { const char *version_file_path; int old_format_number; svn_error_t *err; version_file_path = svn_dirent_join(path, FORMAT_FILE, pool); /* Read the old number so we've got it on hand later on. */ err = svn_io_read_version_file(&old_format_number, version_file_path, pool); if (err && APR_STATUS_IS_ENOENT(err->apr_err)) { /* Pre-1.2 filesystems do not have a 'format' file. */ old_format_number = 0; svn_error_clear(err); err = SVN_NO_ERROR; } SVN_ERR(err); /* Bump the format file's stored version number. */ SVN_ERR(svn_io_write_version_file(version_file_path, SVN_FS_BASE__FORMAT_NUMBER, pool)); /* Check and see if we need to record the "bump" revision. */ if (old_format_number < SVN_FS_BASE__MIN_FORWARD_DELTAS_FORMAT) { apr_pool_t *subpool = svn_pool_create(pool); svn_revnum_t youngest_rev; const char *value; /* Open the filesystem in a subpool (so we can control its closure) and do our fiddling. NOTE: By using base_open() here instead of open_databases(), we will end up re-reading the format file that we just wrote. But it's better to use the existing encapsulation of "opening the filesystem" rather than duplicating (or worse, partially duplicating) that logic here. */ SVN_ERR(base_open(fs, path, subpool, common_pool)); /* Fetch the youngest rev, and record it */ SVN_ERR(svn_fs_base__youngest_rev(&youngest_rev, fs, subpool)); value = apr_psprintf(subpool, "%ld", youngest_rev); SVN_ERR(svn_fs_base__miscellaneous_set (fs, SVN_FS_BASE__MISC_FORWARD_DELTA_UPGRADE, value, subpool)); svn_pool_destroy(subpool); } return SVN_NO_ERROR; }
LUALIB_API int luaopen_base (lua_State *L) { int i; base_open(L); luaL_openlib(L, LUA_COLIBNAME, co_funcs, 0); lua_newtable(L); lua_setglobal(L, REQTAB); lua_getregistry(L); for (i = 0; i < LUA_NTYPES - 1; i++) { lua_pushstring(L, type_names[i]); lua_getdefaultmetatable(L, i); lua_settable(L, -3); } lua_pop(L, 1); return 0; }
void luasrc_init (void) { if (g_bLuaInitialized) return; g_bLuaInitialized = true; L = lua_open(); luaL_openlibs(L); base_open(L); lcf_open(L); // Andrew; Someone set us up the path for great justice luasrc_setmodulepaths(L); luasrc_openlibs(L); Msg( "Lua initialized (" LUA_VERSION ")\n" ); }
void luasrc_init_gameui (void) { LGameUI = luaL_newstate(); luaL_openlibs(LGameUI); base_open(LGameUI); lua_pushboolean(LGameUI, 1); lua_setglobal(LGameUI, "_GAMEUI"); /* set global _GAMEUI */ luasrc_setmodulepaths(LGameUI); luaopen_ConCommand(LGameUI); luaopen_dbg(LGameUI); luaopen_engine(LGameUI); luaopen_enginevgui(LGameUI); luaopen_FCVAR(LGameUI); luaopen_KeyValues(LGameUI); luaopen_Panel(LGameUI); luaopen_surface(LGameUI); luaopen_vgui(LGameUI); }
LUALIB_API int luaopen_base (lua_State *L) { base_open(L); luaL_register(L, LUA_COLIBNAME, co_funcs); return 2; }
/*-------------------------------------------------------------------------*\ * Initializes all library modules. \*-------------------------------------------------------------------------*/ LUASOCKET_API int luaopen_socket_core(lua_State *L) { int i; base_open(L); for (i = 0; mod[i].name; i++) mod[i].func(L); return 1; }