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doh, I spoke too soon.  I should use grep instead of my eyes.  my lauxlib 
does in fact have luaL_ref... 

thanks for the help,
kevin


On Tue, 2 Sep 2003, Kevin Meinert wrote:

> 
> Thanks Peter, the code at 
> http://lua-users.org/lists/lua-l/2003-07/msg00082.html is very similar to 
> what I'm (now) doing with ref and getref, except my version of lauxlib in 
> lua 5.0 doesn't have the luaL_ versions of ref and getref (only the lua_ 
> versions for 4.0 compatibility defined in lua.h).
> 
> I'll switch my code to use rawgeti instead, to avoid using the auxlib.
> 
> Any idea where luaL_ref is defined?  is it in CVS only?  or has 5.0 
> changed since I last got the 5.0 tarball?  I didn't see a CVS link to try 
> to find it there.
> 
> kevin
> 
> On Tue, 2 Sep 2003, Peter Shook wrote:
> 
> > 
> > This may help:
> > 
> > http://lua-users.org/lists/lua-l/2003-07/msg00293.html
> > 
> > - Peter
> > 
> > 
> > Kevin Meinert wrote:
> > 
> > > In my game engine, I'm loading lua scripts using luaL_loadfile, then, to 
> > > execute, I run lua_pcall.  If I execute the script again with lua_pcall, 
> > > it fails unless I call luaL_loadfile again before lua_pcall...
> > > 
> > > I'm trying to avoid recompiling everytime I run a script, I'd like to run 
> > > pure bytecode each time.
> > > 
> > > So, what I'm trying to use is lua_ref and lua_pushref, but lua_pushref 
> > > isn't defined in my copy of the 5.0 code from lua.org.  I'm not even sure 
> > > this will work, but it looked promising.
> > > 
> > > 
> > > Any ideas how to call lua scripts from C/C++ without recompiling each 
> > > time?
> > > 
> > 
> 
> 

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