Pointer variable declaration style change.
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@@ -14,18 +14,18 @@ enum BufferType {
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typedef struct {
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int type;
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size_t size;
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void *data;
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void* data;
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} Buffer;
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/* Global assing functions. */
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void assignGlobalInt( int value, const char *name );
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void assignGlobalFloat( float value, const char *name );
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void assignGlobalDouble( double value, const char *name );
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void assignGlobalColor( Color color, const char *name );
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void assingGlobalFunction( const char *name, int ( *functionPtr )( lua_State* ) );
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void assignGlobalInt( int value, const char* name );
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void assignGlobalFloat( float value, const char* name );
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void assignGlobalDouble( double value, const char* name );
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void assignGlobalColor( Color color, const char* name );
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void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* ) );
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bool luaInit( int argn, const char **argc );
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int luaTraceback( lua_State *L );
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bool luaInit( int argn, const char** argc );
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int luaTraceback( lua_State* L );
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bool luaCallMain();
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void luaCallUpdate();
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void luaCallDraw();
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@@ -34,67 +34,67 @@ void luaRegister();
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void platformDefineGlobals();
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void luaPlatformRegister();
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/* Lua get types. */
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bool uluaGetBoolean( lua_State *L, int index );
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Color uluaGetColor( lua_State *L, int index );
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Vector2 uluaGetVector2( lua_State *L, int index );
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Vector3 uluaGetVector3( lua_State *L, int index );
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Vector4 uluaGetVector4( lua_State *L, int index );
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Rectangle uluaGetRectangle( lua_State *L, int index );
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Quaternion uluaGetQuaternion( lua_State *L, int index );
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Matrix uluaGetMatrix( lua_State *L, int index );
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BoundingBox uluaGetBoundingBox( lua_State *L, int index );
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Ray uluaGetRay( lua_State *L, int index );
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NPatchInfo uluaGetNPatchInfo( lua_State *L, int index );
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BoneInfo uluaGetBoneInfo( lua_State *L, int index );
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Transform uluaGetTransform( lua_State *L, int index );
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Buffer* uluaGetBuffer( lua_State *L, int index );
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Image* uluaGetImage( lua_State *L, int index );
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Texture* uluaGetTexture( lua_State *L, int index );
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RenderTexture* uluaGetRenderTexture( lua_State *L, int index );
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Shader* uluaGetShader( lua_State *L, int index );
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Mesh* uluaGetMesh( lua_State *L, int index );
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Camera2D* uluaGetCamera2D( lua_State *L, int index );
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Camera3D* uluaGetCamera3D( lua_State *L, int index );
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Font* uluaGetFont( lua_State *L, int index );
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GlyphInfo* uluaGetGlyphInfo( lua_State *L, int index );
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Wave* uluaGetWave( lua_State *L, int index );
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Sound* uluaGetSound( lua_State *L, int index );
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Music* uluaGetMusic( lua_State *L, int index );
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Light* uluaGetLight( lua_State *L, int index );
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Material* uluaGetMaterial( lua_State *L, int index );
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Model* uluaGetModel( lua_State *L, int index );
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ModelAnimation* uluaGetModelAnimation( lua_State *L, int index );
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rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index );
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bool uluaGetBoolean( lua_State* L, int index );
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Color uluaGetColor( lua_State* L, int index );
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Vector2 uluaGetVector2( lua_State* L, int index );
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Vector3 uluaGetVector3( lua_State* L, int index );
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Vector4 uluaGetVector4( lua_State* L, int index );
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Rectangle uluaGetRectangle( lua_State* L, int index );
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Quaternion uluaGetQuaternion( lua_State* L, int index );
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Matrix uluaGetMatrix( lua_State* L, int index );
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BoundingBox uluaGetBoundingBox( lua_State* L, int index );
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Ray uluaGetRay( lua_State* L, int index );
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NPatchInfo uluaGetNPatchInfo( lua_State* L, int index );
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BoneInfo uluaGetBoneInfo( lua_State* L, int index );
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Transform uluaGetTransform( lua_State* L, int index );
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Buffer* uluaGetBuffer( lua_State* L, int index );
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Image* uluaGetImage( lua_State* L, int index );
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Texture* uluaGetTexture( lua_State* L, int index );
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RenderTexture* uluaGetRenderTexture( lua_State* L, int index );
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Shader* uluaGetShader( lua_State* L, int index );
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Mesh* uluaGetMesh( lua_State* L, int index );
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Camera2D* uluaGetCamera2D( lua_State* L, int index );
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Camera3D* uluaGetCamera3D( lua_State* L, int index );
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Font* uluaGetFont( lua_State* L, int index );
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GlyphInfo* uluaGetGlyphInfo( lua_State* L, int index );
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Wave* uluaGetWave( lua_State* L, int index );
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Sound* uluaGetSound( lua_State* L, int index );
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Music* uluaGetMusic( lua_State* L, int index );
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Light* uluaGetLight( lua_State* L, int index );
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Material* uluaGetMaterial( lua_State* L, int index );
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Model* uluaGetModel( lua_State* L, int index );
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ModelAnimation* uluaGetModelAnimation( lua_State* L, int index );
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rlRenderBatch* uluaGetRLRenderBatch( lua_State* L, int index );
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/* Lua push types. */
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void uluaPushColor( lua_State *L, Color color );
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void uluaPushVector2( lua_State *L, Vector2 vector );
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void uluaPushVector3( lua_State *L, Vector3 vector );
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void uluaPushVector4( lua_State *L, Vector4 vector );
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void uluaPushRectangle( lua_State *L, Rectangle rect );
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void uluaPushQuaternion( lua_State *L, Quaternion quaternion );
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void uluaPushMatrix( lua_State *L, Matrix matrix );
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void uluaPushRay( lua_State *L, Ray ray );
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void uluaPushRayCollision( lua_State *L, RayCollision rayCol );
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void uluaPushBoundingBox( lua_State *L, BoundingBox box );
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void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo );
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void uluaPushTransform( lua_State *L, Transform transform );
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void uluaPushBuffer( lua_State *L, Buffer buffer );
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void uluaPushImage( lua_State *L, Image image );
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void uluaPushTexture( lua_State *L, Texture texture );
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void uluaPushRenderTexture( lua_State *L, RenderTexture renderTexture );
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void uluaPushCamera2D( lua_State *L, Camera2D camera );
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void uluaPushCamera3D( lua_State *L, Camera3D camera );
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void uluaPushShader( lua_State *L, Shader shader );
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void uluaPushFont( lua_State *L, Font font );
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void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyph );
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void uluaPushWave( lua_State *L, Wave wave );
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void uluaPushSound( lua_State *L, Sound sound );
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void uluaPushMusic( lua_State *L, Music music );
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void uluaPushLight( lua_State *L, Light light );
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void uluaPushMaterial( lua_State *L, Material material );
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void uluaPushMesh( lua_State *L, Mesh mesh );
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void uluaPushModel( lua_State *L, Model model );
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void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation );
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void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch );
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void uluaPushColor( lua_State* L, Color color );
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void uluaPushVector2( lua_State* L, Vector2 vector );
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void uluaPushVector3( lua_State* L, Vector3 vector );
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void uluaPushVector4( lua_State* L, Vector4 vector );
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void uluaPushRectangle( lua_State* L, Rectangle rect );
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void uluaPushQuaternion( lua_State* L, Quaternion quaternion );
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void uluaPushMatrix( lua_State* L, Matrix matrix );
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void uluaPushRay( lua_State* L, Ray ray );
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void uluaPushRayCollision( lua_State* L, RayCollision rayCol );
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void uluaPushBoundingBox( lua_State* L, BoundingBox box );
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void uluaPushBoneInfo( lua_State* L, BoneInfo boneInfo );
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void uluaPushTransform( lua_State* L, Transform transform );
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void uluaPushBuffer( lua_State* L, Buffer buffer );
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void uluaPushImage( lua_State* L, Image image );
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void uluaPushTexture( lua_State* L, Texture texture );
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void uluaPushRenderTexture( lua_State* L, RenderTexture renderTexture );
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void uluaPushCamera2D( lua_State* L, Camera2D camera );
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void uluaPushCamera3D( lua_State* L, Camera3D camera );
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void uluaPushShader( lua_State* L, Shader shader );
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void uluaPushFont( lua_State* L, Font font );
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void uluaPushGlyphInfo( lua_State* L, GlyphInfo glyph );
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void uluaPushWave( lua_State* L, Wave wave );
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void uluaPushSound( lua_State* L, Sound sound );
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void uluaPushMusic( lua_State* L, Music music );
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void uluaPushLight( lua_State* L, Light light );
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void uluaPushMaterial( lua_State* L, Material material );
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void uluaPushMesh( lua_State* L, Mesh mesh );
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void uluaPushModel( lua_State* L, Model model );
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void uluaPushModelAnimation( lua_State* L, ModelAnimation modelAnimation );
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void uluaPushRLRenderBatch( lua_State* L, rlRenderBatch renderBatch );
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/* Utils. */
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int uluaGetTableLen( lua_State *L, int index );
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int uluaGetTableLen( lua_State* L, int index );
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