static int l_sbody_attr_children(lua_State *l) { SystemBody * sbody = LuaObject<SystemBody>::CheckFromLua(1); LuaTable children(l); int i = 1; for (auto child : sbody->GetChildren()) { LuaPush(l, i++); LuaObject<SystemBody>::PushToLua(child); lua_settable(l, -3); } return 1; }