Change RunScriptFile to report errors through the error reporting system instead of just dialogs so that errors show when reloading scripts in game.
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@@ -771,7 +771,7 @@ bool LuaHelpers::RunScriptFile( const RString &sFile )
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{
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LUA->Release( L );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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LuaHelpers::ReportScriptError(sError);
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return false;
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}
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LUA->Release( L );
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