CTextDisplay* lua_totextdisplay ( lua_State* luaVM, int iArgument ) { CLuaMain* pLuaVM = g_pGame->GetLuaManager ()->GetVirtualMachine ( luaVM ); if ( pLuaVM ) { CTextDisplay* pDisplay = reinterpret_cast < CTextDisplay* > ( lua_touserdata ( luaVM, iArgument ) ); if ( pLuaVM->TextDisplayExists ( pDisplay ) ) { return pDisplay; } } return NULL; }