text: // Generated by Haxe 4.1.5
  #ifndef INCLUDED_LuaCharacter
  #define INCLUDED_LuaCharacter
  
  #ifndef HXCPP_H
  #include <hxcpp.h>
  #endif
  
  #ifndef INCLUDED_LuaClass
  #include <LuaClass.h>
  #endif
  #ifndef INCLUDED_cc9afe4755847ade
  #define INCLUDED_cc9afe4755847ade
  #include "linc_lua.h"
  #endif
  HX_DECLARE_CLASS0(Character)
  HX_DECLARE_CLASS0(LuaCharacter)
  HX_DECLARE_CLASS0(LuaClass)
  HX_DECLARE_CLASS0(Note)
  HX_DECLARE_CLASS1(flixel,FlxBasic)
  HX_DECLARE_CLASS1(flixel,FlxObject)
  HX_DECLARE_CLASS1(flixel,FlxSprite)
  HX_DECLARE_CLASS2(flixel,util,IFlxDestroyable)
  
  
  
  class HXCPP_CLASS_ATTRIBUTES LuaCharacter_obj : public  ::LuaClass_obj
  {
  	public:
  		typedef  ::LuaClass_obj super;
  		typedef LuaCharacter_obj OBJ_;
  		LuaCharacter_obj();
  
  	public:
  		enum { _hx_ClassId = 0x133909b1 };
  
  		void __construct( ::Character connectedCharacter,::String name);
  		inline void *operator new(size_t inSize, bool inContainer=true,const char *inName="LuaCharacter")
  			{ return ::hx::Object::operator new(inSize,inContainer,inName); }
  		inline void *operator new(size_t inSize, int extra)
  			{ return ::hx::Object::operator new(inSize+extra,true,"LuaCharacter"); }
  		static ::hx::ObjectPtr< LuaCharacter_obj > __new( ::Character connectedCharacter,::String name);
  		static ::hx::ObjectPtr< LuaCharacter_obj > __alloc(::hx::Ctx *_hx_ctx, ::Character connectedCharacter,::String name);
  		static void * _hx_vtable;
  		static Dynamic __CreateEmpty();
  		static Dynamic __Create(::hx::DynamicArray inArgs);
  		//~LuaCharacter_obj();
  
  		HX_DO_RTTI_ALL;
  		::hx::Val __Field(const ::String &inString, ::hx::PropertyAccess inCallProp);
  		static bool __GetStatic(const ::String &inString, Dynamic &outValue, ::hx::PropertyAccess inCallProp);
  		::hx::Val __SetField(const ::String &inString,const ::hx::Val &inValue, ::hx::PropertyAccess inCallProp);
  		static bool __SetStatic(const ::String &inString, Dynamic &ioValue, ::hx::PropertyAccess inCallProp);
  		void __GetFields(Array< ::String> &outFields);
  		static void __register();
  		void __Mark(HX_MARK_PARAMS);
  		void __Visit(HX_VISIT_PARAMS);
  		bool _hx_isInstanceOf(int inClassId);
  		::String __ToString() const { return HX_("LuaCharacter",f1,b6,57,2a); }
  
  		static void __boot();
  		static  cpp::Reference<lua_State> state;
  		static ::Array< ::Dynamic> ListOfCharacters;
  		static  ::Note findNote(Float time,int data);
  		static ::Dynamic findNote_dyn();
  
  		static int tweenPos( lua_State* l);
  
  		static int tweenAngle( lua_State* l);
  
  		static int tweenAlpha( lua_State* l);
  
  		static int changeCharacter( lua_State* l);
  
  		static int playAnim( lua_State* l);
  
  		static ::cpp::Function< int  ( lua_State*) > playAnimC;
  		static Dynamic playAnimC_dyn() { return playAnimC;}
  		static ::cpp::Function< int  ( lua_State*) > changeCharacterC;
  		static Dynamic changeCharacterC_dyn() { return changeCharacterC;}
  		static ::cpp::Function< int  ( lua_State*) > tweenPosC;
  		static Dynamic tweenPosC_dyn() { return tweenPosC;}
  		static ::cpp::Function< int  ( lua_State*) > tweenAngleC;
  		static Dynamic tweenAngleC_dyn() { return tweenAngleC;}
  		static ::cpp::Function< int  ( lua_State*) > tweenAlphaC;
  		static Dynamic tweenAlphaC_dyn() { return tweenAlphaC;}
  		 ::Character _hx_char;
  		bool isPlayer;
  		int SetNumProperty( cpp::Reference<lua_State> l);
  		::Dynamic SetNumProperty_dyn();
  
  		void Register( cpp::Reference<lua_State> l);
  
  };
  
  
  #endif /* INCLUDED_LuaCharacter */ 
  