lua/wrappers/game/lua_character.cpp
/**
	 * Sets the map that the character was originally on, can be nil.
	 * This is usually set automatically the first time a character is
	 * added to a map. This is primarily used for reloading the character
	 * and knowing where to find likely find any event handlers and additional
	 * information relating to the character that is not stored directly on the
	 * character.
	 *
	 * @param am.map map The map the character was originally was on.
	 * @returns am.character This
	 */
Sets the map that the character was originally on, can be nil.
This is usually set automatically the first time a character is
added to a map. This is primarily used for reloading the character
and knowing where to find likely find any event handlers and additional
information relating to the character that is not stored directly on the
character.

@param am.map map The map the character was originally was on.
Sets the map that the character was originally on can be nil . This is usually set automatically the first time a character is added to a map . This is primarily used for reloading the character and knowing where to find likely find any event handlers and additional information relating to the character that is not stored directly on the character . @param am . map map The map the character was originally was on .
int Character_original_map(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_original_map(lua, obj);
		}
		return LuaState::expectedContext(lua, "map", "am.character");
	}
int Character_original_map ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return GameObject_original_map ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets the map that the character was originally on, can be nil.
Sets the map that the character was originally on can be nil .