lua/wrappers/game/lua_door.cpp
int Door_get_passible_types(lua_State *lua)
	{
		Door *obj = castUData<Door>(lua, 1);
		if (obj)
		{
			return GameObject_get_passible_types(lua, obj);
		}
		return LuaState::expectedContext(lua, "get_passible_types", "am.door");
	}
/**
	 * Returns a table of all the passible tile types for this door.
	 * @returns table Table of all the tile types.
	 */
Returns a table of all the passible tile types for this door.
@returns table Table of all the tile types.
Returns a table of all the passible tile types for this door . @returns table Table of all the tile types .
int Door_get_passible_types(lua_State *lua)
	{
		Door *obj = castUData<Door>(lua, 1);
		if (obj)
		{
			return GameObject_get_passible_types(lua, obj);
		}
		return LuaState::expectedContext(lua, "get_passible_types", "am.door");
	}
int Door_get_passible_types ( lua_State * lua ) { Door * obj = castUData < Door > ( lua , 1 ) ; if ( obj ) { return GameObject_get_passible_types ( lua , obj ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns a table of all the passible tile types for this door.
Returns a table of all the passible tile types for this door .