warn, don't throw on Lua errors
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@@ -4,6 +4,7 @@
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "ScreenDimensions.h"
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#include "arch/Dialog/Dialog.h"
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#include <csetjmp>
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#include <cassert>
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@@ -107,7 +108,8 @@ void LoadFromString( lua_State *L, const CString &str )
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{
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CString err;
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Lua::PopStack( L, err );
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RageException::Throw( "Error loading script \"%s\": %s", str.c_str(), err.c_str() );
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CString sError = ssprintf( "Runtime error running \"%s\": %s", str.c_str(), err.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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}
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}
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@@ -193,10 +195,6 @@ void Lua::PrepareExpression( CString &sInOut )
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// comment out HTML style color values
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sInOut.Replace( "#", "--" );
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// HACK: Some actor commands ("screen,") have illegal Lua characters.
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sInOut.Replace( " ", "" );
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sInOut.Replace( "/", "" );
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// Remove leading +, eg. "+50"; Lua doesn't handle that.
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if( sInOut.size() >= 1 && sInOut[0] == '+' )
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sInOut.erase( 0, 1 );
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@@ -212,7 +210,8 @@ void RunExpression( const CString &str )
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{
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CString err;
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Lua::PopStack( L, err );
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RageException::Throw( "Runtime error running \"%s\": %s", str.c_str(), err.c_str() );
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CString sError = ssprintf( "Runtime error running \"%s\": %s", str.c_str(), err.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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}
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ASSERT_M( lua_gettop(L) == 1, ssprintf("%i", lua_gettop(L)) );
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