int32_t LuaInterface::luaDoCreatureSetSkullType(lua_State* L)
{
//doCreatureSetSkullType(cid, skull)
Skulls_t skull = (Skulls_t)popNumber(L);
ScriptEnviroment* env = getEnv();
if(Creature* creature = env->getCreatureByUID(popNumber(L)))
{
creature->setSkull(skull);
g_game.updateCreatureSkull(creature);
lua_pushboolean(L, true);
}
else
{
errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND));
lua_pushboolean(L, false);
}
return 1;
}