revert. Unregister() is "atomic" (useful to call without locking around it).
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@@ -204,7 +204,7 @@ void LuaManager::ResetState()
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if( L != NULL )
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{
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LuaReference::BeforeResetAll( L );
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LuaReference::BeforeResetAll();
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lua_close( L );
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}
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@@ -222,7 +222,7 @@ void LuaManager::ResetState()
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RegisterTypes();
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LuaReference::AfterResetAll( L );
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LuaReference::AfterResetAll();
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m_pLock->Unlock();
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}
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@@ -108,7 +108,7 @@ void LuaReference::Unregister()
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m_iReference = LUA_NOREF;
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}
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void LuaReference::BeforeResetAll( Lua *L )
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void LuaReference::BeforeResetAll()
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{
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if( SubscriptionManager<LuaReference>::s_pSubscribers == NULL )
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return;
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@@ -116,7 +116,7 @@ void LuaReference::BeforeResetAll( Lua *L )
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(*p)->BeforeReset();
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}
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void LuaReference::AfterResetAll( Lua *L )
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void LuaReference::AfterResetAll()
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{
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if( SubscriptionManager<LuaReference>::s_pSubscribers == NULL )
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return;
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@@ -32,8 +32,8 @@ public:
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/* Return the referenced type, or LUA_TNONE if not set. */
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int GetLuaType() const;
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static void BeforeResetAll( Lua *L ); // call this before resetting Lua
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static void AfterResetAll( Lua *L ); // call this after resetting Lua
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static void BeforeResetAll(); // call this before resetting Lua
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static void AfterResetAll(); // call this after resetting Lua
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protected:
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/* If this object needs to store state to recreate itself, overload this. */
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