Fix World:Collide to use new luax_checkshape
This appears to have been missed in commit
@@ -143,8 +143,8 @@ static int l_lovrWorldOverlaps(lua_State* L) {
static int l_lovrWorldCollide(lua_State* L) {
World* world = luax_checktype(L, 1, World);
- Shape* a = luax_checktype(L, 2, Shape);
- Shape* b = luax_checktype(L, 3, Shape);
+ Shape* a = luax_checkshape(L, 2);
+ Shape* b = luax_checkshape(L, 3);
float friction = luax_optfloat(L, 4, -1.f);
float restitution = luax_optfloat(L, 5, -1.f);
lua_pushboolean(L, lovrWorldCollide(world, a, b, friction, restitution));
