

On Linux, everything should work fine as is, on release mode.įor macOS, any Xcode (using the GCC compiler) version MIGHT work as long as the Mac OSX 10.7 SDK is used, on release mode. However, it's possible it'll work with Visual Studio 2015 and Visual Studio 2019 because of the unified runtime. The only supported compilation platform for this project on Windows is Visual Studio 2017 on release mode. sourcefile, sourceline and errorstr may be nil because of ErrorNoHalt and friends errorstr is a string which is the error itself (may be nil) sourceline is a number which is the source line of the error (may be nil) sourcefile is a string which is the source file of the error (may be nil)
.gm gmod file full#
fullerror is a string which is the full error (trimmed and cleaned up) player is a Player object which indicates who errored stack is a table containing the Lua stack at the time of the errorĬlientLuaError(player, fullerror, sourcefile, sourceline, errorstr, stack) errorstr is a string which is the error itself sourceline is a number which is the source line of the error sourcefile is a string which is the source file of the error fullerror is a string which is the full error isruntime is a boolean saying whether this is a runtime error or not LuaError(isruntime, fullerror, sourcefile, sourceline, errorstr, stack) returns nil followed by an error string in case of failure to detour Luaerror.EnableClientDetour(boolean) - enable/disable Lua errors from clients (serverside only) Luaerror.EnableCompiletimeDetour(boolean) - enable/disable Lua compiletime errors Luaerror.EnableRuntimeDetour(boolean) - enable/disable Lua runtime errors Luaerror.VersionNum - holds the luaerror module version in a numeric form, LuaJIT style Luaerror.Version - holds the luaerror module version in a string form
