lua/wrappers/game/lua_character.cpp
/**
	 * Returns a table of all the body parts attached to this character.
	 * Returns nil if there was an error.
	 * Each table entry is a key/value pair with the key being the body parts name.
	 *
	 * @returns table A table of all the body parts.
	 */
Returns a table of all the body parts attached to this character.
Returns nil if there was an error.
Each table entry is a key/value pair with the key being the body parts name.

@returns table A table of all the body parts.
Returns a table of all the body parts attached to this character . Returns nil if there was an error . Each table entry is a key / value pair with the key being the body parts name . @returns table A table of all the body parts .
int Character_body_parts(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			LuaState L(lua);
			L.newTable();
			const BodyParts::PartList &list = obj->getBodyParts().getAllParts();
			for (size_t i = 0; i < list.size(); i++)
			{
				lua_pushstring(lua, list[i]->getName());
				wrapRefObject<BodyPart>(lua, list[i]);
				lua_settable(lua, -3);
			}
			return 1;
		}
		return LuaState::expectedContext(lua, "body_parts", "am.character");
	}
int Character_body_parts ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { LuaState L ( lua ) ; L . newTable ( ) ; const BodyParts :: PartList & list = obj -> getBodyParts ( ) . getAllParts ( ) ; for ( size_t i = 0 ; i < list . size ( ) ; i ++ ) { lua_pushstring ( lua , list [ i ] -> getName ( ) ) ; wrapRefObject < BodyPart > ( lua , list [ i ] ) ; lua_settable ( lua , -3 ) ; } return 1 ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns a table of all the body parts attached to this character.
Returns a table of all the body parts attached to this character .