public static int get_m_isToSoldierCritical(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, combatSkillState.m_isToSoldierCritical);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int get_m_preAttackHitCount(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, combatSkillState.m_preAttackHitCount);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int constructor(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState o = new CombatSkillState();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int GetDelayHitFrameMax(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            int delayHitFrameMax = combatSkillState.GetDelayHitFrameMax();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, delayHitFrameMax);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int set_m_isToHeroCritical(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            bool             isToHeroCritical;
            LuaObject.checkType(l, 2, out isToHeroCritical);
            combatSkillState.m_isToHeroCritical = isToHeroCritical;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int set_m_delayHits(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            List <DelayHit>  delayHits;
            LuaObject.checkType <List <DelayHit> >(l, 2, out delayHits);
            combatSkillState.m_delayHits = delayHits;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int set_m_hitCount(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            int hitCount;
            LuaObject.checkType(l, 2, out hitCount);
            combatSkillState.m_hitCount = hitCount;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int set_m_skillInfo(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState    combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            ConfigDataSkillInfo skillInfo;
            LuaObject.checkType <ConfigDataSkillInfo>(l, 2, out skillInfo);
            combatSkillState.m_skillInfo = skillInfo;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int IsCritical(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            bool             targetIsHero;
            LuaObject.checkType(l, 2, out targetIsHero);
            bool b = combatSkillState.IsCritical(targetIsHero);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, b);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
    public static int AddDelayHit(IntPtr l)
    {
        int result;

        try
        {
            CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l);
            int frame;
            LuaObject.checkType(l, 2, out frame);
            Vector2i pos;
            LuaObject.checkValueType <Vector2i>(l, 3, out pos);
            CombatActor target;
            LuaObject.checkType <CombatActor>(l, 4, out target);
            combatSkillState.AddDelayHit(frame, pos, target);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }