// move_to(self, pos, continuous=false) int ObjectRef::l_move_to(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); //LuaEntitySAO *co = getluaobject(ref); ServerActiveObject *co = getobject(ref); if (co == NULL) return 0; // pos v3f pos = checkFloatPos(L, 2); // continuous bool continuous = readParam<bool>(L, 3); // Do it co->moveTo(pos, continuous); return 0; }