int horse_advance(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (ch->GetHorseLevel() >= HORSE_MAX_LEVEL) return 0; ch->SetHorseLevel(ch->GetHorseLevel() + 1); ch->ComputePoints(); ch->SkillLevelPacket(); return 0; }
int horse_set_level(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (!lua_isnumber(L, 1)) return 0; int newlevel = MINMAX(0, (int)lua_tonumber(L, 1), HORSE_MAX_LEVEL); ch->SetHorseLevel(newlevel); ch->ComputePoints(); ch->SkillLevelPacket(); return 0; }