int lua_delete_object<Lua_Scenery>(lua_State *L) { short object_index = Lua_Scenery::Index(L, 1); remove_map_object(object_index); deanimate_scenery(object_index); return 0; }
int Lua_Item_Delete(lua_State* L) { object_data* object = get_object_data(Lua_Item::Index(L, 1)); int16 item_type = object->permutation; remove_map_object(Lua_Item::Index(L, 1)); if (L_Get_Proper_Item_Accounting(L)) { object_was_just_destroyed(_object_is_item, item_type); } return 0; }
static bool get_item(short player_index, short object_index) { object_data *object = get_object_data(object_index); bool success; assert(GET_OBJECT_OWNER(object)==_object_is_item); success = try_and_add_player_item(player_index, object->permutation); if (success) { /* remove it */ remove_map_object(object_index); } return success; }
int lua_delete_object(lua_State *L) { remove_map_object(T::Index(L, 1)); return 0; }