int MonsterTypeFunctions::luaMonsterTypeSkull(lua_State* L)
{
// get: monsterType:skull() set: monsterType:skull(str/constant)
MonsterType* monsterType = getUserdata<MonsterType>(L, 1);
if (monsterType) {
if (lua_gettop(L) == 1) {
lua_pushnumber(L, monsterType->info.skull);
} else {
if (isNumber(L, 2)) {
monsterType->info.skull = getNumber<Skulls_t>(L, 2);
} else {
monsterType->info.skull = getSkullType(getString(L, 2));
}
pushBoolean(L, true);
}
} else {
lua_pushnil(L);
}
return 1;
}