LuaManager::RunScript -> LuaHelpers::RunScript.
(Functions in LuaManager can accidentally bypass locking semantics, so they should be kept to a minimum.)
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@@ -91,7 +91,7 @@ void ActorCommands::Register()
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Lua *L = LUA->Get();
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CString sError;
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if( !LUA->RunScript( m_sLuaFunction, "in", sError, 1 ) )
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if( !LuaHelpers::RunScript( L, m_sLuaFunction, "in", sError, 1 ) )
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{
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FAIL_M( ssprintf("Compiling \"%s\": %s", m_sLuaFunction.c_str(), sError.c_str()) );
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}
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