lua/wrappers/game/lua_quest.cpp
/**
	 * Sets the active text, this should change to reflect how the player is progressing through the quest.
	 *
	 * @param string text The new active text.
	 * @returns am.quest This
	 */
Sets the active text, this should change to reflect how the player is progressing through the quest.
@param string text The new active text.
Sets the active text this should change to reflect how the player is progressing through the quest . @param string text The new active text .
int Quest_active_text(lua_State *lua)
	{
		Quest *quest = castUData<Quest>(lua, 1);
		if (quest)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushstring(lua, quest->getActiveText());
				return 1;
			}
			else if (lua_isstr(lua, 2))
			{
				quest->setActiveText(lua_tostring(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "active_text", "string text");
		}
		return LuaState::expectedContext(lua, "active_text", "am.quest");
	}
int Quest_active_text ( lua_State * lua ) { Quest * quest = castUData < Quest > ( lua , 1 ) ; if ( quest ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushstring ( lua , quest -> getActiveText ( ) ) ; return 1 ; } else if ( lua_isstr ( lua , 2 ) ) { quest -> setActiveText ( lua_tostring ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets the active text, this should change to reflect how the player is progressing through the quest.
Sets the active text this should change to reflect how the player is progressing through the quest .