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Add love.filesystem.getIdentity
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@@ -104,6 +104,11 @@ namespace physfs
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return true;
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return true;
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}
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}
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const char * Filesystem::getIdentity() const
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{
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return save_identity.c_str();
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}
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bool Filesystem::setSource(const char * source)
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bool Filesystem::setSource(const char * source)
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{
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{
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if (!isInited)
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if (!isInited)
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@@ -135,6 +135,7 @@ namespace physfs
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* to create the folder in the LOVE data folder.
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* to create the folder in the LOVE data folder.
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**/
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**/
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bool setIdentity(const char * ident);
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bool setIdentity(const char * ident);
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const char * getIdentity() const;
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/**
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/**
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* Sets the path to the game source.
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* Sets the path to the game source.
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@@ -70,6 +70,12 @@ namespace physfs
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return 0;
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return 0;
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}
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}
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int w_getIdentity(lua_State * L)
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{
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lua_pushstring(L, instance->getIdentity());
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return 1;
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}
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int w_setSource(lua_State * L)
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int w_setSource(lua_State * L)
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{
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{
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const char * arg = luaL_checkstring(L, 1);
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const char * arg = luaL_checkstring(L, 1);
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@@ -369,6 +375,7 @@ namespace physfs
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{ "init", w_init },
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{ "init", w_init },
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{ "setRelease", w_setRelease },
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{ "setRelease", w_setRelease },
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{ "setIdentity", w_setIdentity },
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{ "setIdentity", w_setIdentity },
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{ "getIdentity", w_getIdentity },
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{ "setSource", w_setSource },
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{ "setSource", w_setSource },
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{ "newFile", w_newFile },
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{ "newFile", w_newFile },
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{ "getWorkingDirectory", w_getWorkingDirectory },
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{ "getWorkingDirectory", w_getWorkingDirectory },
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@@ -39,6 +39,7 @@ namespace physfs
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int w_init(lua_State * L);
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int w_init(lua_State * L);
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int w_setRelease(lua_State * L);
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int w_setRelease(lua_State * L);
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int w_setIdentity(lua_State * L);
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int w_setIdentity(lua_State * L);
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int w_getIdentity(lua_State * L);
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int w_setSource(lua_State * L);
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int w_setSource(lua_State * L);
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int w_newFile(lua_State * L);
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int w_newFile(lua_State * L);
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int w_newFileData(lua_State * L);
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int w_newFileData(lua_State * L);
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