register functions before initial lua eval
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bd99540280
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@ -277,6 +277,11 @@ void game_tick(void) {
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/* pop package, package.searchers */
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/* pop package, package.searchers */
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lua_pop(state->L, 2);
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lua_pop(state->L, 2);
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/* binding */
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lua_register(state->L, "sprite", b_sprite);
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lua_register(state->L, "rectangle", b_rectangle);
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lua_register(state->L, "text", b_text);
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/* now finally get to running the code */
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/* now finally get to running the code */
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unsigned char *game_buf = NULL;
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unsigned char *game_buf = NULL;
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int64_t game_buf_size = file_to_bytes("/scripts/game.lua", &game_buf);
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int64_t game_buf_size = file_to_bytes("/scripts/game.lua", &game_buf);
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@ -287,11 +292,6 @@ void game_tick(void) {
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}
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}
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}
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}
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/* from this point we have access to everything defined in lua */
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/* from this point we have access to everything defined in lua */
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/* binding */
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lua_register(state->L, "sprite", b_sprite);
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lua_register(state->L, "rectangle", b_rectangle);
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lua_register(state->L, "text", b_text);
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}
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}
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State *state = ctx.udata;
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State *state = ctx.udata;
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