internal LuaTable getTable(IntPtr luaState,int index) { LuaDLL.lua_pushvalue(luaState,index); return new LuaTable(LuaDLL.lua_ref(luaState,1),interpreter); }
/* * Creates a new unnamed table */ public LuaTable NewTable() { int oldTop = LuaDLL.lua_gettop(luaState); LuaDLL.lua_newtable(luaState); LuaTable table = translator.getTable(luaState, -1); LuaDLL.lua_settop(luaState, oldTop); table.IsOrphaned = true; return(table); }