lua/wrappers/game/lua_game_object.cpp
/**
	 * Returns true if the given tile type is found on this GameObjects
	 * passible list.
	 * @param am.tile_type tile_type The tile type to search for
	 * @returns boolean True if the tile type is found
	 */
Returns true if the given tile type is found on this GameObjects
passible list.
@param am.tile_type tile_type The tile type to search for
@returns boolean True if the tile type is found
Returns true if the given tile type is found on this GameObjects passible list . @param am . tile_type tile_type The tile type to search for @returns boolean True if the tile type is found
int GameObject_has_passible_type(lua_State *lua, GameObject *obj)
	{
		if (!obj)
		{
			return 0;
		}
		TileType *tileType = nullptr;
		if (getTileType(lua, 2, tileType))
		{
			lua_pushboolean(lua, obj->hasPassibleType(tileType));
			return 1;
		}
		return LuaState::expectedArgs(lua, "has_passible_type", "am.tile_type tile_type");
	}
int GameObject_has_passible_type ( lua_State * lua , GameObject * obj ) { if ( ! obj ) { return 0 ; } TileType * tileType = nullptr ; if ( getTileType ( lua , 2 , tileType ) ) { lua_pushboolean ( lua , obj -> hasPassibleType ( tileType ) ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; }
Returns true if the given tile type is found on this GameObjects
 passible list.
Returns true if the given tile type is found on this GameObjects passible list .
/*base::Handle<TileType> type(castUData<TileType>(lua, 2));
		if (type)
		{
			lua_pushboolean(lua, obj->hasPassibleType(type));
			return 1;
		}*/