lua/wrappers/game/lua_character.cpp
/**
	 * Adds an event listener for an event fired on this character.
	 * eg: <pre>
	 * character:on("talkTo", function(event)
	 *     am_log("Character talked to")
	 * end)
	 * </pre>
	 * @param string event_type The event type or name to trigger on
	 * @param function listener The function to call when the event is fired.
	 * @param table [nil] content An option context for the listener to be
	 * called with.
	 * @returns boolean True if the event was added successfully.
	 */
Adds an event listener for an event fired on this character.
eg: 
character:on("talkTo", function(event)
am_log("Character talked to")
end)

@param string event_type The event type or name to trigger on
@param function listener The function to call when the event is fired.
@param table [nil] content An option context for the listener to be
called with.
@returns boolean True if the event was added successfully.
Adds an event listener for an event fired on this character . eg : character : on ( " talkTo " function ( event ) am_log ( " Character talked to " ) end ) @param string event_type The event type or name to trigger on @param function listener The function to call when the event is fired . @param table [ nil ] content An option context for the listener to be called with . @returns boolean True if the event was added successfully .
int Character_add_event_listener(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return ui::EventInterface_add_event_listener(lua, obj);
		}
		return LuaState::expectedContext(lua, "on", "am.character");
	}
int Character_add_event_listener ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return ui :: EventInterface_add_event_listener ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Adds an event listener for an event fired on this character.
Adds an event listener for an event fired on this character .