lua/wrappers/game/lua_quest.cpp
/**
	 * Silently sets the quest completed/finished flag, this does not fire any events.
	 *
	 * @param boolean completed Sets if the quest has been completed/finished.
	 * @returns am.quest This
	 */
Silently sets the quest completed/finished flag, this does not fire any events.
@param boolean completed Sets if the quest has been completed/finished.
Silently sets the quest completed / finished flag this does not fire any events . @param boolean completed Sets if the quest has been completed / finished .
int Quest_complete(lua_State *lua)
	{
		Quest *quest = castUData<Quest>(lua, 1);
		if (quest)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushboolean(lua, quest->isCompleted());
				return 1;
			}
			else if (lua_isbool(lua, 2))
			{
				quest->setCompleted(lua_tobool(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "complete", "boolean complete");
		}
		return LuaState::expectedContext(lua, "complete", "am.quest");
	}
int Quest_complete ( lua_State * lua ) { Quest * quest = castUData < Quest > ( lua , 1 ) ; if ( quest ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushboolean ( lua , quest -> isCompleted ( ) ) ; return 1 ; } else if ( lua_isbool ( lua , 2 ) ) { quest -> setCompleted ( lua_tobool ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Silently sets the quest completed/finished flag, this does not fire any events.
Silently sets the quest completed / finished flag this does not fire any events .