// set_armor_groups(self, groups) int ObjectRef::l_set_armor_groups(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if (co == NULL) return 0; // Do it ItemGroupList groups; read_groups(L, 2, groups); co->setArmorGroups(groups); return 0; }