lua/wrappers/game/lua_character.cpp
int Character_remove_all_passible_types(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_remove_all_passible_types(lua, obj);
		}
		return LuaState::expectedContext(lua, "remove_all_passible_types", "am.character");
	}
/**
	 * Removes all tile types from this characters passible list.
	 * @returns am.character This
	 */
Removes all tile types from this characters passible list.
Removes all tile types from this characters passible list .
int Character_remove_all_passible_types(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			return GameObject_remove_all_passible_types(lua, obj);
		}
		return LuaState::expectedContext(lua, "remove_all_passible_types", "am.character");
	}
int Character_remove_all_passible_types ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { return GameObject_remove_all_passible_types ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Removes all tile types from this characters passible list.
Removes all tile types from this characters passible list .