lua/wrappers/game/lua_game.cpp
/**
	 * Returns true if the game object is on the current map.
	 *
	 * @param string gameObjectId The game object id of the game object to look for.
	 * @returns boolean True if the game object was found on the current map.
	 */
Returns true if the game object is on the current map.
@param string gameObjectId The game object id of the game object to look for.
@returns boolean True if the game object was found on the current map.
Returns true if the game object is on the current map . @param string gameObjectId The game object id of the game object to look for . @returns boolean True if the game object was found on the current map .
int Game_has_game_object_in_map(lua_State *lua)
	{
		Game *game = castUData<Game>(lua, 1);
		if (game)
		{
			GameObject *obj = getGameObject(lua, 2);
			if (obj)
			{
				lua_pushboolean(lua, game->hasGameObjectInMap(obj));
				return 1;
			}
			return LuaState::expectedArgs(lua, "has_game_object_in_map", 2, "string game_id", "am.game_object game_object");
		}
		return LuaState::expectedContext(lua, "has_game_object_in_map", "am.game");
	}
int Game_has_game_object_in_map ( lua_State * lua ) { Game * game = castUData < Game > ( lua , 1 ) ; if ( game ) { GameObject * obj = getGameObject ( lua , 2 ) ; if ( obj ) { lua_pushboolean ( lua , game -> hasGameObjectInMap ( obj ) ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , 2 , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns true if the game object is on the current map.
Returns true if the game object is on the current map .