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Added body.getAllowSleeping, resolves #52
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@@ -281,6 +281,11 @@ namespace box2d
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body->AllowSleeping(allow);
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body->AllowSleeping(allow);
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}
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}
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bool Body::getAllowSleeping()
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{
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return (body->m_flags & b2Body::e_allowSleepFlag);
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}
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void Body::putToSleep()
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void Body::putToSleep()
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{
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{
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body->PutToSleep();
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body->PutToSleep();
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@@ -327,6 +327,7 @@ namespace box2d
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* Controls whether this Body should be allowed to sleep.
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* Controls whether this Body should be allowed to sleep.
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**/
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**/
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void setAllowSleeping(bool allow);
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void setAllowSleeping(bool allow);
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bool getAllowSleeping();
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/**
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/**
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* Puts the body to sleep.
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* Puts the body to sleep.
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@@ -419,6 +419,13 @@ namespace box2d
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return 0;
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return 0;
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}
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}
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int w_Body_getAllowSleeping(lua_State * L)
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{
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Body * t = luax_checkbody(L, 1);
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lua_pushboolean(L, t->getAllowSleeping());
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return 1;
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}
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int w_Body_putToSleep(lua_State * L)
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int w_Body_putToSleep(lua_State * L)
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{
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{
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Body * t = luax_checkbody(L, 1);
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Body * t = luax_checkbody(L, 1);
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@@ -500,6 +507,7 @@ namespace box2d
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{ "isFrozen", w_Body_isFrozen },
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{ "isFrozen", w_Body_isFrozen },
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{ "isSleeping", w_Body_isSleeping },
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{ "isSleeping", w_Body_isSleeping },
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{ "setAllowSleeping", w_Body_setAllowSleeping },
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{ "setAllowSleeping", w_Body_setAllowSleeping },
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{ "getAllowSleeping", w_Body_getAllowSleeping },
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{ "putToSleep", w_Body_putToSleep },
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{ "putToSleep", w_Body_putToSleep },
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{ "wakeUp", w_Body_wakeUp },
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{ "wakeUp", w_Body_wakeUp },
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{ "setFixedRotation", w_Body_setFixedRotation },
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{ "setFixedRotation", w_Body_setFixedRotation },
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@@ -72,6 +72,7 @@ namespace box2d
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int w_Body_isFrozen(lua_State * L);
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int w_Body_isFrozen(lua_State * L);
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int w_Body_isSleeping(lua_State * L);
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int w_Body_isSleeping(lua_State * L);
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int w_Body_setAllowSleeping(lua_State * L);
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int w_Body_setAllowSleeping(lua_State * L);
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int w_Body_getAllowSleeping(lua_State * L);
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int w_Body_putToSleep(lua_State * L);
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int w_Body_putToSleep(lua_State * L);
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int w_Body_wakeUp(lua_State * L);
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int w_Body_wakeUp(lua_State * L);
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int w_Body_setFixedRotation(lua_State * L);
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int w_Body_setFixedRotation(lua_State * L);
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