#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsGenericConstraint.h" #include "Base.h" #include "Game.h" #include "Node.h" #include "PhysicsConstraint.h" #include "PhysicsGenericConstraint.h" #include "PhysicsRigidBody.h" namespace gameplay { void luaRegister_PhysicsGenericConstraint() { const luaL_Reg lua_members[] = { {"getBreakingImpulse", lua_PhysicsGenericConstraint_getBreakingImpulse}, {"getRotationOffsetA", lua_PhysicsGenericConstraint_getRotationOffsetA}, {"getRotationOffsetB", lua_PhysicsGenericConstraint_getRotationOffsetB}, {"getTranslationOffsetA", lua_PhysicsGenericConstraint_getTranslationOffsetA}, {"getTranslationOffsetB", lua_PhysicsGenericConstraint_getTranslationOffsetB}, {"isEnabled", lua_PhysicsGenericConstraint_isEnabled}, {"setAngularLowerLimit", lua_PhysicsGenericConstraint_setAngularLowerLimit}, {"setAngularUpperLimit", lua_PhysicsGenericConstraint_setAngularUpperLimit}, {"setBreakingImpulse", lua_PhysicsGenericConstraint_setBreakingImpulse}, {"setEnabled", lua_PhysicsGenericConstraint_setEnabled}, {"setLinearLowerLimit", lua_PhysicsGenericConstraint_setLinearLowerLimit}, {"setLinearUpperLimit", lua_PhysicsGenericConstraint_setLinearUpperLimit}, {"setRotationOffsetA", lua_PhysicsGenericConstraint_setRotationOffsetA}, {"setRotationOffsetB", lua_PhysicsGenericConstraint_setRotationOffsetB}, {"setTranslationOffsetA", lua_PhysicsGenericConstraint_setTranslationOffsetA}, {"setTranslationOffsetB", lua_PhysicsGenericConstraint_setTranslationOffsetB}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"centerOfMassMidpoint", lua_PhysicsGenericConstraint_static_centerOfMassMidpoint}, {"getRotationOffset", lua_PhysicsGenericConstraint_static_getRotationOffset}, {"getTranslationOffset", lua_PhysicsGenericConstraint_static_getTranslationOffset}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("PhysicsGenericConstraint", lua_members, NULL, NULL, lua_statics, scopePath); } static PhysicsGenericConstraint* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsGenericConstraint"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsGenericConstraint' expected."); return (PhysicsGenericConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsGenericConstraint_getBreakingImpulse(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); float result = instance->getBreakingImpulse(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_getBreakingImpulse - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_getRotationOffsetA(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); void* returnPtr = (void*)&(instance->getRotationOffsetA()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Quaternion"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_getRotationOffsetA - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_getRotationOffsetB(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); void* returnPtr = (void*)&(instance->getRotationOffsetB()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Quaternion"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_getRotationOffsetB - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_getTranslationOffsetA(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); void* returnPtr = (void*)&(instance->getTranslationOffsetA()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_getTranslationOffsetA - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_getTranslationOffsetB(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); void* returnPtr = (void*)&(instance->getTranslationOffsetB()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_getTranslationOffsetB - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_isEnabled(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { PhysicsGenericConstraint* instance = getInstance(state); bool result = instance->isEnabled(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_isEnabled - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setAngularLowerLimit(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setAngularLowerLimit(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setAngularLowerLimit - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setAngularUpperLimit(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setAngularUpperLimit(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setAngularUpperLimit - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setBreakingImpulse(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsGenericConstraint* instance = getInstance(state); instance->setBreakingImpulse(param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setBreakingImpulse - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setEnabled(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2); PhysicsGenericConstraint* instance = getInstance(state); instance->setEnabled(param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setEnabled - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setLinearLowerLimit(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setLinearLowerLimit(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setLinearLowerLimit - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setLinearUpperLimit(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setLinearUpperLimit(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setLinearUpperLimit - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setRotationOffsetA(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Quaternion", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setRotationOffsetA(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setRotationOffsetA - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setRotationOffsetB(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Quaternion", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setRotationOffsetB(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setRotationOffsetB - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setTranslationOffsetA(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setTranslationOffsetA(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setTranslationOffsetA - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_setTranslationOffsetB(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } PhysicsGenericConstraint* instance = getInstance(state); instance->setTranslationOffsetB(*param1); return 0; } lua_pushstring(state, "lua_PhysicsGenericConstraint_setTranslationOffsetB - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_static_centerOfMassMidpoint(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Node", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'."); lua_error(state); } void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::centerOfMassMidpoint(param1, param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_static_centerOfMassMidpoint - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_static_getRotationOffset(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'."); lua_error(state); } void* returnPtr = (void*)new Quaternion(PhysicsGenericConstraint::getRotationOffset(param1, *param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Quaternion"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_static_getRotationOffset - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_PhysicsGenericConstraint_static_getTranslationOffset(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'."); lua_error(state); } void* returnPtr = (void*)new Vector3(PhysicsGenericConstraint::getTranslationOffset(param1, *param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsGenericConstraint_static_getTranslationOffset - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } }