lua/wrappers/game/lua_character.cpp
/**
	 * Sets the pickup reach radius for the character.
	 * The pickup reach is the radius around the character in grid units
	 * in which the character is able to pickup items and interact with objects.
	 *
	 * @param number radius The pickup reach radius.
	 * @returns am.character This.
	 */
Sets the pickup reach radius for the character.
The pickup reach is the radius around the character in grid units
in which the character is able to pickup items and interact with objects.

@param number radius The pickup reach radius.
Sets the pickup reach radius for the character . The pickup reach is the radius around the character in grid units in which the character is able to pickup items and interact with objects . @param number radius The pickup reach radius .
int Character_pickup_reach(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			if (lua_gettop(lua) == 1) 
			{
				lua_pushnumber(lua, obj->getPickupReach());
				return 1;
			}
			else if (lua_isnum(lua, 2))
			{
				obj->setPickupReach(lua_tofloat(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "pickup_reach", "number radius");
		}
		return LuaState::expectedContext(lua, "pickup_reach", "am.character");
	}
int Character_pickup_reach ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushnumber ( lua , obj -> getPickupReach ( ) ) ; return 1 ; } else if ( lua_isnum ( lua , 2 ) ) { obj -> setPickupReach ( lua_tofloat ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets the pickup reach radius for the character.
Sets the pickup reach radius for the character .