lua/wrappers/game/lua_tile.cpp
/**
	 * Returns true if the given tile type is in the list of tile types.
	 *
	 * @param string tile_type_name The name of tile type to check for.
	 * @returns boolean True if the given tile type is in the list.
	 */
Returns true if the given tile type is in the list of tile types.
@param string tile_type_name The name of tile type to check for.
@returns boolean True if the given tile type is in the list.
Returns true if the given tile type is in the list of tile types . @param string tile_type_name The name of tile type to check for . @returns boolean True if the given tile type is in the list .
int Tile_has_tile_type(lua_State *lua)
	{
		Tile *tile = castUData<Tile>(lua, 1);
		if (tile)
		{
			base::Handle<TileType> tileType(getTileType(lua, 2));
			if (tileType)
			{
				lua_pushboolean(lua, tile->hasTileType(tileType));
				return 1;
			}
			return LuaState::expectedArgs(lua, "has_tile_type", 2, "am.tile_type tile_type", "string tile_type_name");
		}
		return LuaState::expectedContext(lua, "has_tile_type", "am.tile");
	}
int Tile_has_tile_type ( lua_State * lua ) { Tile * tile = castUData < Tile > ( lua , 1 ) ; if ( tile ) { base :: Handle < TileType > tileType ( getTileType ( lua , 2 ) ) ; if ( tileType ) { lua_pushboolean ( lua , tile -> hasTileType ( tileType ) ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , 2 , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns true if the given tile type is in the list of tile types.
Returns true if the given tile type is in the list of tile types .