lua/wrappers/game/lua_quest.cpp
/**
	 * Sets that the quest has been finished, this will return false is the quest has already
	 * been finished. If the quest is finished then the "finishQuest" event will be fired.
	 *
	 * @returns boolean True if the quest was finished, false indicates that the quest has alrady been finished.
	 */
Sets that the quest has been finished, this will return false is the quest has already
been finished. If the quest is finished then the "finishQuest" event will be fired.

@returns boolean True if the quest was finished, false indicates that the quest has alrady been finished.
Sets that the quest has been finished this will return false is the quest has already been finished . If the quest is finished then the " finishQuest " event will be fired . @returns boolean True if the quest was finished false indicates that the quest has alrady been finished .
int Quest_finish_quest(lua_State *lua)
	{
		Quest *quest = castUData<Quest>(lua, 1);
		if (quest)
		{
			lua_pushboolean(lua, quest->finishQuest());
			return 1;
		}
		return LuaState::expectedContext(lua, "finish_quest", "am.quest");
	}
int Quest_finish_quest ( lua_State * lua ) { Quest * quest = castUData < Quest > ( lua , 1 ) ; if ( quest ) { lua_pushboolean ( lua , quest -> finishQuest ( ) ) ; return 1 ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets that the quest has been finished, this will return false is the quest has already
 been finished.
Sets that the quest has been finished this will return false is the quest has already been finished .