int en_get_state( lua_State* L ) { if( lua_gettop( L ) != 1 ) return 0; CHEnemy* en = (CHEnemy*) g_pEntityManager->GetEntity( lua_tostring( L, 1 ) ); if( !en ) return 0; lua_pushstring( L, eha_action_names[ (u32) en->m_eAction ] ); return 1; }