lua/wrappers/game/lua_game_object.cpp
/**
	 * Sets the GameObjects current map grid location.
	 * @param integer x The x grid value
	 * @param integer y The y grid value
	 * @returns am.GameObject This
	 */
Sets the GameObjects current map grid location.
@param integer x The x grid value
@param integer y The y grid value
@returns am.GameObject This
Sets the GameObjects current map grid location . @param integer x The x grid value @param integer y The y grid value @returns am . GameObject This
int GameObject_grid_location(lua_State *lua, GameObject *obj)
	{
		if (!obj)
		{
			return 0;
		}
		if (lua_gettop(lua) == 1)
		{
			lua_pushinteger(lua, obj->getGridLocationX());
			lua_pushinteger(lua, obj->getGridLocationY());
			return 2;
		}
		else if (lua_isnum(lua, 2) && lua_isnum(lua, 3))
		{
			obj->setGridLocation(lua_tointeger(lua, 2), lua_tointeger(lua, 3));
			lua_first(lua);
		}
		return LuaState::expectedArgs(lua, "grid_location", "integer x, integer y");
	}
int GameObject_grid_location ( lua_State * lua , GameObject * obj ) { if ( ! obj ) { return 0 ; } if ( lua_gettop ( lua ) == 1 ) { lua_pushinteger ( lua , obj -> getGridLocationX ( ) ) ; lua_pushinteger ( lua , obj -> getGridLocationY ( ) ) ; return 2 ; } else if ( lua_isnum ( lua , 2 ) && lua_isnum ( lua , 3 ) ) { obj -> setGridLocation ( lua_tointeger ( lua , 2 ) , lua_tointeger ( lua , 3 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; }
Sets the GameObjects current map grid location.
Sets the GameObjects current map grid location .