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@@ -797,89 +797,71 @@ int lua_Camera_project(lua_State* state)
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// Attempt to match the parameters to a valid binding.
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// Attempt to match the parameters to a valid binding.
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switch (paramCount)
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switch (paramCount)
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{
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{
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- case 5:
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+ case 4:
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{
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{
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
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- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
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- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
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- (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA))
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+ do
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{
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{
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- // Get parameter 1 off the stack.
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- bool param1Valid;
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- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
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- if (!param1Valid)
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- {
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- lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
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- lua_error(state);
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- }
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-
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- // Get parameter 2 off the stack.
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- bool param2Valid;
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- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
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- if (!param2Valid)
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+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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+ (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
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+ (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
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+ (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL))
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{
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{
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- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
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- lua_error(state);
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+ // Get parameter 1 off the stack.
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+ bool param1Valid;
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+ gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
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+ if (!param1Valid)
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+ break;
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+
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+ // Get parameter 2 off the stack.
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+ bool param2Valid;
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+ gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
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+ if (!param2Valid)
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+ break;
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+
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+ // Get parameter 3 off the stack.
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+ bool param3Valid;
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+ gameplay::ScriptUtil::LuaArray<Vector2> param3 = gameplay::ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", false, ¶m3Valid);
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+ if (!param3Valid)
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+ break;
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+
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+ Camera* instance = getInstance(state);
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+ instance->project(*param1, *param2, param3);
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+
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+ return 0;
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}
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}
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+ } while (0);
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- // Get parameter 3 off the stack.
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- gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
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-
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- // Get parameter 4 off the stack.
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- gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
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-
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- Camera* instance = getInstance(state);
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- instance->project(*param1, *param2, param3, param4);
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Camera_project - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- case 6:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
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- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
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- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
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- (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
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- (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA))
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+ do
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{
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{
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- // Get parameter 1 off the stack.
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- bool param1Valid;
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- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
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- if (!param1Valid)
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+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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+ (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
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+ (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
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+ (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL))
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{
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{
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- lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
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- lua_error(state);
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+ // Get parameter 1 off the stack.
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+ bool param1Valid;
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+ gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
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+ if (!param1Valid)
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+ break;
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+
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+ // Get parameter 2 off the stack.
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+ bool param2Valid;
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+ gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
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+ if (!param2Valid)
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+ break;
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+
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+ // Get parameter 3 off the stack.
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+ bool param3Valid;
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+ gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, ¶m3Valid);
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+ if (!param3Valid)
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+ break;
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+
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+ Camera* instance = getInstance(state);
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+ instance->project(*param1, *param2, param3);
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+
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+ return 0;
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}
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}
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-
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- // Get parameter 2 off the stack.
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- bool param2Valid;
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- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
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- if (!param2Valid)
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- {
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- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
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- lua_error(state);
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- }
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-
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- // Get parameter 3 off the stack.
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- gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
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-
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- // Get parameter 4 off the stack.
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- gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
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-
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- // Get parameter 5 off the stack.
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- gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
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-
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- Camera* instance = getInstance(state);
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- instance->project(*param1, *param2, param3, param4, param5);
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-
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- return 0;
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- }
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+ } while (0);
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lua_pushstring(state, "lua_Camera_project - Failed to match the given parameters to a valid function signature.");
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lua_pushstring(state, "lua_Camera_project - Failed to match the given parameters to a valid function signature.");
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lua_error(state);
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lua_error(state);
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@@ -887,7 +869,7 @@ int lua_Camera_project(lua_State* state)
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}
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}
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default:
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default:
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{
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{
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- lua_pushstring(state, "Invalid number of parameters (expected 5 or 6).");
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+ lua_pushstring(state, "Invalid number of parameters (expected 4).");
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lua_error(state);
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lua_error(state);
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break;
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break;
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}
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}
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