int LuaScriptInterface::luaCreatureSetNoMove(lua_State* L)
{
// creature:setNoMove(canMove)
Player* player = getUserdata<Player>(L, 1);
if (!player) {
lua_pushnil(L);
return 1;
}
bool noMove = getBoolean(L, 2);
if (player->canMove() == noMove) {
player->setNoMove(noMove);
}
pushBoolean(L, true);
return 1;
}
int LuaScriptInterface::luaCreatureCanMove(lua_State* L)
{
// creature:canMove()
Player* player = getUserdata<Player>(L, 1);
if (player) {
pushBoolean(L, player->canMove());
} else {
lua_pushnil(L);
}
return 1;
}