int32_t NpcScriptInterface::luaActionTurn(lua_State* L) { //selfTurn(direction) Npc* npc = getScriptEnv()->getNpc(); if (npc) { npc->doTurn(static_cast<Direction>(getNumber<uint32_t>(L, 1))); } return 0; }
int32_t NpcScriptInterface::luaActionTurn(lua_State* L) { //selfTurn(direction) Npc* npc = getScriptEnv()->getNpc(); if (npc) { npc->doTurn((Direction)popNumber(L)); } return 0; }
int32_t NpcScriptInterface::luaActionTurn(lua_State* L) { //selfTurn(direction) Direction dir = (Direction)popNumber(L); ScriptEnvironment* env = getScriptEnv(); Npc* npc = env->getNpc(); if (npc) { npc->doTurn(dir); } return 0; }