Function chaining for actors and singletons.
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@@ -926,21 +926,21 @@ public:
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return 1;
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}
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static int FindEntryID( T* p, lua_State *L ) { RString sName = SArg(1); RString s = p->FindEntryID(sName); if( s.empty() ) lua_pushnil(L); else lua_pushstring(L, s); return 1; }
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static int UnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->UnlockEntryID(sUnlockEntryID); return 0; }
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static int UnlockEntryIndex( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->UnlockEntryIndex(iUnlockEntryID); return 0; }
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static int UnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->UnlockEntryID(sUnlockEntryID); COMMON_RETURN_SELF; }
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static int UnlockEntryIndex( T* p, lua_State *L ) { int iUnlockEntryID = IArg(1); p->UnlockEntryIndex(iUnlockEntryID); COMMON_RETURN_SELF; }
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static int LockEntryID( T * p, lua_State * L)
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{
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RString entryID = SArg(1);
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p->LockEntryID( entryID );
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return 0;
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COMMON_RETURN_SELF;
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}
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static int LockEntryIndex( T * p, lua_State * L)
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{
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int entryIndex = IArg(1);
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p->LockEntryIndex( entryIndex );
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return 0;
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COMMON_RETURN_SELF;
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}
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static int PreferUnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->PreferUnlockEntryID(sUnlockEntryID); return 0; }
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static int PreferUnlockEntryID( T* p, lua_State *L ) { RString sUnlockEntryID = SArg(1); p->PreferUnlockEntryID(sUnlockEntryID); COMMON_RETURN_SELF; }
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static int GetNumUnlocks( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumUnlocks() ); return 1; }
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static int GetNumUnlocked( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumUnlocked() ); return 1; }
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static int GetUnlockEntryIndexToCelebrate( T* p, lua_State *L ) { lua_pushnumber( L, p->GetUnlockEntryIndexToCelebrate() ); return 1; }
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