Game_object *nobj = get_item(parms[0]); if (!nobj || (nobj->get_npc_num() < 0 && nobj != gwin->get_main_actor())) return (no_ret); Actor *npc = (Actor *) nobj; Game_object *chair = get_item(parms[1]); if (!chair) return(no_ret); Sit_schedule::set_action(npc, chair);
Game_object *obj = get_item(parms[0]); int flag = parms[1].get_int_value(); if (obj) { obj->set_flag(flag); if (flag == Actor::dont_render) { gwin->paint(); gwin->show(); } }
USECODE_INTRINSIC(sit_down){	// Sit_down(npc, chair).	Game_object *nobj = get_item(parms[0]);	if (!nobj ||	    (nobj->get_npc_num() < 0 && nobj != gwin->get_main_actor()))		return (no_ret);	// Doesn't look like an NPC.	Actor *npc = (Actor *) nobj;	Game_object *chair = get_item(parms[1]);	if (!chair)		return(no_ret);	Sit_schedule::set_action(npc, chair);	return(no_ret);}