Error if autoloads are missing interactively
Trying to regenerate them greatly complicates doom-initialize's potential use-cases. Keep it simple stupid!
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1 changed files with 2 additions and 5 deletions
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@ -242,9 +242,6 @@ it exists."
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;; Bootstrap API
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;;
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(autoload 'doom//reload-doom-autoloads "autoload/modules" nil t)
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(autoload 'doom//reload-package-autoloads "autoload/modules" nil t)
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(defun doom-initialize (&optional force-p)
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"Bootstrap Doom, if it hasn't already (or if FORCE-P is non-nil).
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@ -287,14 +284,14 @@ to least)."
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;; Regenerate `doom-autoload-file', which tells Doom where to find all its
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;; module autoloaded functions.
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(unless (or force-p noninteractive)
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(doom//reload-doom-autoloads)))
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(user-error "Your doom autoloads are missing! Run `bin/doom refresh' to regenerate them")))
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;; Loads `doom-package-autoload-file', which caches `load-path',
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;; `auto-mode-alist', `Info-directory-list', `doom-disabled-packages' and
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;; `package-activated-list'. A big reduction in startup time.
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(unless (or force-p
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(doom-initialize-autoloads doom-package-autoload-file)
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noninteractive)
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(doom//reload-package-autoloads)))
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(user-error "Your package autoloads are missing! Run `bin/doom refresh' to regenerate them")))
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;; Initialize Doom core
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(unless noninteractive
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(add-hook! 'emacs-startup-hook
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