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@ -1047,12 +1047,12 @@ int lua_IsGamepadAvailable(lua_State* L) |
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return 1; |
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return 1; |
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} |
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} |
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int GetGamepadAxisMovement(lua_State* L) |
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int lua_GetGamepadAxisMovement(lua_State* L) |
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{ |
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{ |
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int arg1 = LuaGetArgument_int(L, 1); |
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int arg1 = LuaGetArgument_int(L, 1); |
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int arg2 = LuaGetArgument_int(L, 2); |
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int arg2 = LuaGetArgument_int(L, 2); |
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float result = GetGamepadAxisMovement(arg1, arg2); |
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float result = GetGamepadAxisMovement(arg1, arg2); |
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LuaPush_float(L, result); |
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lua_pushnumber(L, result); |
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return 1; |
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return 1; |
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} |
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} |
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@ -2318,8 +2318,8 @@ int lua_ResolveCollisionCubicmap(lua_State* L) |
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//------------------------------------------------------------------------------------ |
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//------------------------------------------------------------------------------------ |
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int lua_LoadShader(lua_State* L) |
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int lua_LoadShader(lua_State* L) |
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{ |
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{ |
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">const char * arg1 = LuaGetArgument_string(L, 1); |
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">const char * arg2 = LuaGetArgument_string(L, 2); |
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char * arg1 = (char *)LuaGetArgument_string(L, 1); |
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char * arg2 = (char *)LuaGetArgument_string(L, 2); |
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Shader result = LoadShader(arg1, arg2); |
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Shader result = LoadShader(arg1, arg2); |
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LuaPush_Shader(L, result); |
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LuaPush_Shader(L, result); |
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return 1; |
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return 1; |
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