Refactor LuaInstance to prepare coroutine handling
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@@ -30,7 +30,7 @@ namespace Ndk
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LuaBinding_Base(LuaBinding& binding);
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virtual ~LuaBinding_Base();
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virtual void Register(Nz::LuaInstance& instance) = 0;
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virtual void Register(Nz::LuaState& state) = 0;
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// Implementation lies in the respective .cpp files (still searching for a cleaner way..)
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static std::unique_ptr<LuaBinding_Base> BindCore(LuaBinding& binding);
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