lua/wrappers/game/lua_game.cpp
/**
	 * Returns a dialogue with the given dialogue id, nil if no dialogue was found.
	 *
	 * @param string dialogue_id The id of the dialogue to look up.
	 * @returns am.dialogue The found dialogue or nil.
	 */
Returns a dialogue with the given dialogue id, nil if no dialogue was found.
@param string dialogue_id The id of the dialogue to look up.
@returns am.dialogue The found dialogue or nil.
Returns a dialogue with the given dialogue id nil if no dialogue was found . @param string dialogue_id The id of the dialogue to look up . @returns am . dialogue The found dialogue or nil .
int Game_dialogue(lua_State *lua)
	{
		Game *game = castUData<Game>(lua, 1);
		if (game)
		{
			if (lua_isstr(lua, 2))
			{
				Dialogue *diag = game->getDialogue(lua_tostring(lua, 2));
				if (diag)
				{
					wrapRefObject<Dialogue>(lua, diag);
					return 1;
				}
				lua_pushnil(lua);
				return 1;
			}
			return LuaState::expectedArgs(lua, "dialogue", "string dialogue_id");
		}
		return LuaState::expectedContext(lua, "dialogue", "am.game");
	}
int Game_dialogue ( lua_State * lua ) { Game * game = castUData < Game > ( lua , 1 ) ; if ( game ) { if ( lua_isstr ( lua , 2 ) ) { Dialogue * diag = game -> getDialogue ( lua_tostring ( lua , 2 ) ) ; if ( diag ) { wrapRefObject < Dialogue > ( lua , diag ) ; return 1 ; } lua_pushnil ( lua ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns a dialogue with the given dialogue id, nil if no dialogue was found.
Returns a dialogue with the given dialogue id nil if no dialogue was found .