void luaD_throw (lua_State *L, int errcode) { if (L->errorJmp) { L->errorJmp->status = errcode; LUAI_THROW(L, L->errorJmp); } else { L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } exit(EXIT_FAILURE); } }
void luaD_throw (lua_State *L, int errcode) { unfixedstack(L); /* make sure the fixedstack & block_gc flags get reset. */ unset_block_gc(L); if (L->errorJmp) { L->errorJmp->status = errcode; LUAI_THROW(L, L->errorJmp); } else { L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } exit(EXIT_FAILURE); } }
void luaD_throw (lua_State *L, int errcode) { if (L->errorJmp) { L->errorJmp->status = errcode; // LUAI_THROW is sometimes used to ignore the error and restore LUA state LUAI_THROW(L, L->errorJmp); error("LUA error occurred, error code is %d (%s)", errcode, luaErrorDescription[errcode]); } else { L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } error("luaD_throw failure"); } }
void luaD_throw (lua_State *L, int errcode) { if (L->errorJmp) { lprintfln("luaD_throw errcode: %i\n", errcode); //maPanic(0, "trhow"); L->errorJmp->status = errcode; LUAI_THROW(L, L->errorJmp); } else { lprintfln("luaD_throw exit errcode: %i\n", errcode); L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } exit(EXIT_FAILURE); } }
void luaD_throw (lua_State *L, int errcode) { if (L->errorJmp) { L->errorJmp->status = errcode; LUAI_THROW(L, L->errorJmp); } else { L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } printf("lua throw calling "); while(1); // todo ezt itt ki kell váltani vmivel //exit(EXIT_FAILURE); } }
void luaD_throw (lua_State *L, int errcode) { if (L->errorJmp) { L->errorJmp->status = errcode; // LUAI_THROW has been replaced with an error message in ScummVM, together // with the LUA error code and description //LUAI_THROW(L, L->errorJmp); error("LUA error occured, error code is %d (%s)", errcode, luaErrorDescription[errcode]); } else { L->status = cast_byte(errcode); if (G(L)->panic) { resetstack(L, errcode); lua_unlock(L); G(L)->panic(L); } error("luaD_throw failure"); } }