Bug fix for issue #215. MacOS was not changing the current working directory to the lua script location when loading a lua script.
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@ -7,6 +7,7 @@
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#include <libgen.h>
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#elif __APPLE__
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#include <stdlib.h>
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#include <unistd.h>
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#include <libgen.h>
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#include <mach-o/dyld.h>
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#endif
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@ -616,7 +617,18 @@ static int emu_loadrom(lua_State *L)
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#else
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const char *nameo2 = luaL_checkstring(L,1);
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char nameo[2048];
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strncpy(nameo, nameo2, sizeof(nameo));
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if ( nameo2[0] == '/' )
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{
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strncpy(nameo, nameo2, sizeof(nameo));
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}
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else
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{
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char cwd[1024];
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getcwd( cwd, sizeof(cwd) );
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snprintf( nameo, sizeof(nameo), "%s/%s", cwd, nameo2 );
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}
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//printf("Load ROM: '%s'\n", nameo );
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if (!LoadGame(nameo, true))
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{
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reloadLastGame();
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@ -6183,7 +6195,8 @@ void FCEU_LuaFrameBoundary()
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*
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* Returns true on success, false on failure.
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*/
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int FCEU_LoadLuaCode(const char *filename, const char *arg) {
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int FCEU_LoadLuaCode(const char *filename, const char *arg)
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{
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if (!DemandLua())
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{
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return 0;
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@ -6195,13 +6208,11 @@ int FCEU_LoadLuaCode(const char *filename, const char *arg) {
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luaScriptName = strdup(filename);
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}
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#if defined(WIN32) || defined(__linux)
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std::string getfilepath = filename;
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getfilepath = getfilepath.substr(0,getfilepath.find_last_of("/\\") + 1);
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SetCurrentDir(getfilepath.c_str());
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#endif
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//stop any lua we might already have had running
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FCEU_LuaStop();
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