7#ifndef LUA_GAMEOBJECTMETHODS_H
8#define LUA_GAMEOBJECTMETHODS_H
19 int HasQuest(lua_State* L, GameObject* go);
20 int IsSpawned(lua_State* L, GameObject* go);
23 int IsActive(lua_State* L, GameObject* go);
24 int Move(lua_State* L, GameObject* go);
25 int SaveToDB(lua_State* L, GameObject* go);
35 int Despawn(lua_State* L, GameObject* go);
36 int Respawn(lua_State* L, GameObject* go);
int RemoveEvents(lua_State *L, GameObject *go)
int Move(lua_State *L, GameObject *go)
int GetRelativePoint(lua_State *L, GameObject *go)
int HasQuest(lua_State *L, GameObject *go)
int IsSpawned(lua_State *L, GameObject *go)
int GetDisplayId(lua_State *L, GameObject *go)
int Despawn(lua_State *L, GameObject *go)
int IsActive(lua_State *L, GameObject *go)
int RemoveEventById(lua_State *L, GameObject *go)
int SummonGameObject(lua_State *L, GameObject *go)
int IsTransport(lua_State *L, GameObject *go)
int SummonCreature(lua_State *L, GameObject *go)
int GetLootState(lua_State *L, GameObject *go)
int RemoveFromWorld(lua_State *L, GameObject *go)
int SetLootState(lua_State *L, GameObject *go)
int RegisterEvent(lua_State *L, GameObject *go)
int SetGoState(lua_State *L, GameObject *go)
int GetGoState(lua_State *L, GameObject *go)
int SaveToDB(lua_State *L, GameObject *go)
int UseDoorOrButton(lua_State *L, GameObject *go)
int Respawn(lua_State *L, GameObject *go)
int IsDestructible(lua_State *L, GameObject *go)