uluaGet functions could return NULL fix.
This commit is contained in:
150
src/lua_core.c
150
src/lua_core.c
@@ -2789,198 +2789,108 @@ NPatchInfo uluaGetNPatchInfoIndex( lua_State *L, int index ) {
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}
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Image* uluaGetImage( lua_State *L, int index ) {
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Image *image = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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image = (Image*)lua_touserdata( L, index );
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return (Image*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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image = luaL_checkudata( L, index, "Image" );
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}
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return image;
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return luaL_checkudata( L, index, "Image" );
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}
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Texture* uluaGetTexture( lua_State *L, int index ) {
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Texture *texture = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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texture = (Texture*)lua_touserdata( L, index );
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return (Texture*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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texture = luaL_checkudata( L, index, "Texture" );
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}
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return texture;
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return luaL_checkudata( L, index, "Texture" );
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}
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RenderTexture* uluaGetRenderTexture( lua_State *L, int index ) {
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RenderTexture *renderTexture = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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renderTexture = (RenderTexture*)lua_touserdata( L, index );
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return (RenderTexture*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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renderTexture = luaL_checkudata( L, index, "RenderTexture" );
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}
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return renderTexture;
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return luaL_checkudata( L, index, "RenderTexture" );
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}
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Shader* uluaGetShader( lua_State *L, int index ) {
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Shader *shader = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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shader = (Shader*)lua_touserdata( L, index );
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return (Shader*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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shader = luaL_checkudata( L, index, "Shader" );
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}
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return shader;
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return luaL_checkudata( L, index, "Shader" );
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}
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Mesh* uluaGetMesh( lua_State *L, int index ) {
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Mesh *mesh = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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mesh = (Mesh*)lua_touserdata( L, index );
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return (Mesh*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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mesh = luaL_checkudata( L, index, "Mesh" );
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}
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return mesh;
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return luaL_checkudata( L, index, "Mesh" );
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}
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Camera2D* uluaGetCamera2D( lua_State *L, int index ) {
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Camera2D *camera = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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camera = (Camera2D*)lua_touserdata( L, index );
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return (Camera2D*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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camera = luaL_checkudata( L, index, "Camera2D" );
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}
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return camera;
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return luaL_checkudata( L, index, "Camera2D" );
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}
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Camera3D* uluaGetCamera3D( lua_State *L, int index ) {
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Camera3D *camera = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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camera = (Camera3D*)lua_touserdata( L, index );
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return (Camera3D*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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camera = luaL_checkudata( L, index, "Camera3D" );
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}
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return camera;
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return luaL_checkudata( L, index, "Camera3D" );
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}
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Font* uluaGetFont( lua_State *L, int index ) {
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Font *font = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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font = (Font*)lua_touserdata( L, index );
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return (Font*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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font = luaL_checkudata( L, index, "Font" );
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}
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return font;
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return luaL_checkudata( L, index, "Font" );
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}
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Wave* uluaGetWave( lua_State *L, int index ) {
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Wave *wave = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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wave = (Wave*)lua_touserdata( L, index );
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return (Wave*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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wave = luaL_checkudata( L, index, "Wave" );
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}
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return wave;
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return luaL_checkudata( L, index, "Wave" );
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}
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Sound* uluaGetSound( lua_State *L, int index ) {
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Sound *sound = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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sound = (Sound*)lua_touserdata( L, index );
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return (Sound*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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sound = luaL_checkudata( L, index, "Sound" );
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}
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return sound;
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return luaL_checkudata( L, index, "Sound" );
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}
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Music* uluaGetMusic( lua_State *L, int index ) {
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Music *music = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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music = (Music*)lua_touserdata( L, index );
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return (Music*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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music = luaL_checkudata( L, index, "Music" );
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}
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return music;
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return luaL_checkudata( L, index, "Music" );
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}
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Light* uluaGetLight( lua_State *L, int index ) {
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Light *light = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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light = (Light*)lua_touserdata( L, index );
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return (Light*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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light = luaL_checkudata( L, index, "Light" );
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}
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return light;
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return luaL_checkudata( L, index, "Light" );
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}
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Material* uluaGetMaterial( lua_State *L, int index ) {
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Material *material = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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material = (Material*)lua_touserdata( L, index );
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return (Material*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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material = luaL_checkudata( L, index, "Material" );
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}
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return material;
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return luaL_checkudata( L, index, "Material" );
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}
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Model* uluaGetModel( lua_State *L, int index ) {
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Model *model = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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model = (Model*)lua_touserdata( L, index );
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return (Model*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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model = luaL_checkudata( L, index, "Model" );
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}
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return model;
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return luaL_checkudata( L, index, "Model" );
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}
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ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) {
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ModelAnimation *anim = NULL;
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if ( lua_islightuserdata( L, index ) ) {
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anim = (ModelAnimation*)lua_touserdata( L, index );
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return (ModelAnimation*)lua_touserdata( L, index );
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}
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else if ( lua_isuserdata( L, index ) ) {
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anim = luaL_checkudata( L, index, "ModelAnimation" );
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}
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return anim;
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return luaL_checkudata( L, index, "ModelAnimation" );
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}
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/* Push types. */
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