lua/wrappers/game/lua_body_part.cpp
/**
	 * Returns true if the given item can be equipped at all on this body part.
	 * This compares the body part type with the list of body part types that the item supports.
	 * This only indicates if the item could be equipped onto this part, it does not take
	 * into consideration other character specific requirements or if there is currently
	 * another item equipped that would prevent the item from being equipped immediately.
	 *
	 * @param am.item item The item to compare.
	 * @returns boolean True if the item could be equipped.
	 */
Returns true if the given item can be equipped at all on this body part.
This compares the body part type with the list of body part types that the item supports.
This only indicates if the item could be equipped onto this part, it does not take
into consideration other character specific requirements or if there is currently
another item equipped that would prevent the item from being equipped immediately.


Returns true if the given item can be equipped at all on this body part . This compares the body part type with the list of body part types that the item supports . This only indicates if the item could be equipped onto this part it does not take into consideration other character specific requirements or if there is currently another item equipped that would prevent the item from being equipped immediately .
int BodyPart_can_equip_item(lua_State *lua)
	{
		BodyPart *part = castUData<BodyPart>(lua, 1);
		if (part)
		{
			if (lua_gettop(lua) == 1)
			{
				base::Handle<Item> item(castUData<Item>(lua, 2));
				if (item)
				{
					lua_pushboolean(lua, part->canEquipItem(item));
					return 1;
				}
			}
			return LuaState::expectedArgs(lua, "can_equip_item", "am.item item");
		}
		return LuaState::expectedContext(lua, "can_equip_item", "am.body_part");
	}
int BodyPart_can_equip_item ( lua_State * lua ) { BodyPart * part = castUData < BodyPart > ( lua , 1 ) ; if ( part ) { if ( lua_gettop ( lua ) == 1 ) { base :: Handle < Item > item ( castUData < Item > ( lua , 2 ) ) ; if ( item ) { lua_pushboolean ( lua , part -> canEquipItem ( item ) ) ; return 1 ; } } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns true if the given item can be equipped at all on this body part.
Returns true if the given item can be equipped at all on this body part .