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As described in #1278, the current scripting system has issues with handling non-trivial C++ types. Since fixing that deficiency is too much work, especially since we are in a feature freeze, I decided to simply enforce the usage of trivial types for scripting handles. Fortunately, only two handles used non-trivial types so it was relatively easy to fix those instances by dynamically allocating those and only storing the pointers in the lua memory. This fixes a bug in JAD-XA where the game would crash at the last boss. Also, I noticed that the HudGauge handle used a copy of the hud gauge rather than a pointer to the actual instance so I'm pretty sure that any scripting changes to a custom HUD gauge simply didn't work before.