static public int CreateEntity(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 8)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 9)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.Int32 a8;
             checkType(l, 9, out a8);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 10)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.String a8;
             checkType(l, 9, out a8);
             System.String[] a9;
             checkParams(l, 10, out a9);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 11)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.Int32 a8;
             checkType(l, 9, out a8);
             System.String a9;
             checkType(l, 10, out a9);
             System.String[] a10;
             checkParams(l, 11, out a10);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }