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