add lua binding
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@@ -280,6 +280,7 @@ public:
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LunaStageStats() { LUA->Register( Register ); }
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LunaStageStats() { LUA->Register( Register ); }
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static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[IArg(1)].PushSelf(L); return 1; }
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static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[IArg(1)].PushSelf(L); return 1; }
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static int GetMultiPlayerStageStats( T* p, lua_State *L ) { p->m_player[IArg(1)].PushSelf(L); return 1; }
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static int GetGameplaySeconds( T* p, lua_State *L ) { lua_pushnumber(L, p->fGameplaySeconds); return 1; }
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static int GetGameplaySeconds( T* p, lua_State *L ) { lua_pushnumber(L, p->fGameplaySeconds); return 1; }
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static int OnePassed( T* p, lua_State *L ) { lua_pushboolean(L, p->OnePassed()); return 1; }
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static int OnePassed( T* p, lua_State *L ) { lua_pushboolean(L, p->OnePassed()); return 1; }
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static int AllFailed( T* p, lua_State *L ) { lua_pushboolean(L, p->AllFailed()); return 1; }
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static int AllFailed( T* p, lua_State *L ) { lua_pushboolean(L, p->AllFailed()); return 1; }
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@@ -287,6 +288,7 @@ public:
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static void Register(lua_State *L)
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static void Register(lua_State *L)
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{
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{
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ADD_METHOD( GetPlayerStageStats );
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ADD_METHOD( GetPlayerStageStats );
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ADD_METHOD( GetMultiPlayerStageStats );
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ADD_METHOD( GetGameplaySeconds );
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ADD_METHOD( GetGameplaySeconds );
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ADD_METHOD( OnePassed );
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ADD_METHOD( OnePassed );
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ADD_METHOD( AllFailed );
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ADD_METHOD( AllFailed );
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