CTextItem* lua_totextitem ( lua_State* luaVM, int iArgument ) { CLuaMain* pLuaVM = g_pGame->GetLuaManager ()->GetVirtualMachine ( luaVM ); if ( pLuaVM ) { CTextItem* pItem = reinterpret_cast < CTextItem* > ( lua_touserdata ( luaVM, iArgument ) ); if ( pLuaVM->TextItemExists ( pItem ) ) { return pItem; } } return NULL; }