lua/wrappers/game/lua_character.cpp
/**
	 * Sets a dialogue component onto this character, can be nil.
	 * @param am.dialogue_component comp The dialogue component to attach to this character, can be nil.
	 * @param boolean [true] set_attached When true it also sets that this character
	 * is the game object attached to the dialogue component.
	 */
Sets a dialogue component onto this character, can be nil.
@param am.dialogue_component comp The dialogue component to attach to this character, can be nil.
@param boolean [true] set_attached When true it also sets that this character
is the game object attached to the dialogue component.
Sets a dialogue component onto this character can be nil . @param am . dialogue_component comp The dialogue component to attach to this character can be nil . @param boolean [ true ] set_attached When true it also sets that this character is the game object attached to the dialogue component .
int Character_dialogue_component(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_dialogue_component(lua, obj);
		}
		return LuaState::expectedContext(lua, "dialogue_component", "am.character");
	}
int Character_dialogue_component ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return GameObject_dialogue_component ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets a dialogue component onto this character, can be nil.
Sets a dialogue component onto this character can be nil .