lua/wrappers/game/lua_character.cpp
int Character_unequip_item(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			if (lua_isstr(lua, 2))
			{
				lua_pushboolean(lua, obj->unequipItem(lua_tostring(lua, 2)));
				return 1;
			}
			else
			{
				BodyPart *part = castUData<BodyPart>(lua, 3);
				if (part)
				{
					lua_pushboolean(lua, obj->unequipItem(part->getName()));
					return 1;
				}
			}
			return LuaState::expectedArgs(lua, "unequip_item", 2, "am.body_part fromPart", "string fromPartName");
		}
		return LuaState::expectedContext(lua, "unequip_item", "am.character");
	}
/**
	 * Unequips the item on the given body part for this character.
	 *
	 * @param string part_name The body part to unequip the item from.
	 * @returns boolean True if the item was unequipped or if the body part
	 * was already empty. False can mean that 'part_name' was not an attached body part.
	 */
Unequips the item on the given body part for this character.
@param string part_name The body part to unequip the item from.
@returns boolean True if the item was unequipped or if the body part
was already empty. False can mean that 'part_name' was not an attached body part.
Unequips the item on the given body part for this character . @param string part_name The body part to unequip the item from . @returns boolean True if the item was unequipped or if the body part was already empty . False can mean that ' part_name ' was not an attached body part .
int Character_unequip_item(lua_State *lua)
	{
		Character *obj = castUData<Character>(lua, 1);
		if (obj)
		{
			if (lua_isstr(lua, 2))
			{
				lua_pushboolean(lua, obj->unequipItem(lua_tostring(lua, 2)));
				return 1;
			}
			else
			{
				BodyPart *part = castUData<BodyPart>(lua, 3);
				if (part)
				{
					lua_pushboolean(lua, obj->unequipItem(part->getName()));
					return 1;
				}
			}
			return LuaState::expectedArgs(lua, "unequip_item", 2, "am.body_part fromPart", "string fromPartName");
		}
		return LuaState::expectedContext(lua, "unequip_item", "am.character");
	}
int Character_unequip_item ( lua_State * lua ) { Character * obj = castUData < Character > ( lua , 1 ) ; if ( obj ) { if ( lua_isstr ( lua , 2 ) ) { lua_pushboolean ( lua , obj -> unequipItem ( lua_tostring ( lua , 2 ) ) ) ; return 1 ; } else { BodyPart * part = castUData < BodyPart > ( lua , 3 ) ; if ( part ) { lua_pushboolean ( lua , obj -> unequipItem ( part -> getName ( ) ) ) ; return 1 ; } } return LuaState :: expectedArgs ( lua , " " , 2 , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Unequips the item on the given body part for this character.
Unequips the item on the given body part for this character .