#include "Scripting/LuaScriptingManager.h" /* LuaScriptingManager::LuaScriptingManager() { L = luaL_newstate(); luaL_openlibs(L); } void LuaScriptingManager::ExecuteLuaString(const std::string& code) { luaL_dostring(L, code.c_str()); } lua_State& LuaScriptingManager::getState() { return (*L); } */