lua/wrappers/game/lua_tile_instance.cpp
/**
	 * Sets the current tile frame. This frame refers to the frame in the tile graphic.
	 * This will only work for tile graphics that have multiple frames and are not animated.
	 *
	 * @param integer frame The new tile instance frame.
	 * @returns am.tile_instance This
	 */
Sets the current tile frame. This frame refers to the frame in the tile graphic.
This will only work for tile graphics that have multiple frames and are not animated.

@param integer frame The new tile instance frame.
Sets the current tile frame . This frame refers to the frame in the tile graphic . This will only work for tile graphics that have multiple frames and are not animated . @param integer frame The new tile instance frame .
int TileInstance_tile_frame(lua_State *lua)
	{
		TileInstance *inst = castUData<TileInstance>(lua, 1);
		if (inst)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushinteger(lua, inst->getBaseVariation());
				return 1;
			}
			else if (lua_isnum(lua, 2))
			{
				inst->setBaseVariation(lua_tointeger(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "tile_frame", "integer frame");
		}
		return LuaState::expectedContext(lua, "tile_frame", "am.tile_instance");
	}
int TileInstance_tile_frame ( lua_State * lua ) { TileInstance * inst = castUData < TileInstance > ( lua , 1 ) ; if ( inst ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushinteger ( lua , inst -> getBaseVariation ( ) ) ; return 1 ; } else if ( lua_isnum ( lua , 2 ) ) { inst -> setBaseVariation ( lua_tointeger ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets the current tile frame.
Sets the current tile frame .