lua/wrappers/game/lua_character.cpp
/**
	 * Returns true if the given tile type is found on this characters
	 * passible list.
	 * @param am.tile_type tile_type The tile type to search for
	 * @returns boolean True if the tile type is found
	 */
Returns true if the given tile type is found on this characters
passible list.
@param am.tile_type tile_type The tile type to search for
@returns boolean True if the tile type is found
Returns true if the given tile type is found on this characters passible list . @param am . tile_type tile_type The tile type to search for @returns boolean True if the tile type is found
int Character_has_passible_type(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_has_passible_type(lua, obj);
		}
		return LuaState::expectedContext(lua, "has_passible_type", "am.character");
	}
int Character_has_passible_type ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return GameObject_has_passible_type ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns true if the given tile type is found on this characters
 passible list.
Returns true if the given tile type is found on this characters passible list .