Tab cleanup.
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@@ -397,9 +397,9 @@ public:
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static int playcommandonleaves( T* p, lua_State *L ) { p->PlayCommandOnLeaves(SArg(1)); return 0; }
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static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( !!IArg(1) ); return 0; }
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static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
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static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
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static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int vanishpoint( T* p, lua_State *L ) { p->SetVanishPoint( FArg(1), FArg(2) ); return 0; }
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static int vanishpoint( T* p, lua_State *L ) { p->SetVanishPoint( FArg(1), FArg(2) ); return 0; }
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static int GetChild( T* p, lua_State *L )
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{
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Actor *pChild = p->GetChild( SArg(1) );
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@@ -291,14 +291,14 @@ public:
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static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; }
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static int SetTransformFromExpression( T* p, lua_State *L ) { p->SetTransformFromExpression(SArg(1)); return 0; }
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static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
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static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
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static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
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static int getsecondtodestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
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static int setsecondsperitem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
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static int setnumsubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
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static int scrollthroughallitems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
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static int scrollwithpadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
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static int setfastcatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
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static int getsecondtodestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
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static int setsecondsperitem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
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static int setnumsubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
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static int scrollthroughallitems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
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static int scrollwithpadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
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static int setfastcatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
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static void Register(lua_State *L)
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{
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