+// get_armor_groups(self)
+int LuaLocalPlayer::l_get_armor_groups(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+ push_groups(L, player->getCAO()->getGroups());
+ return 1;
+}
+
+// hud_add(self, form)
+int LuaLocalPlayer::l_hud_add(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+
+ HudElement *elem = new HudElement;
+ read_hud_element(L, elem);
+
+ u32 id = player->addHud(elem);
+ if (id == U32_MAX) {
+ delete elem;
+ return 0;
+ }
+ lua_pushnumber(L, id);
+ return 1;
+}
+
+// hud_remove(self, id)
+int LuaLocalPlayer::l_hud_remove(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+ u32 id = luaL_checkinteger(L, 2);
+ HudElement *element = player->removeHud(id);
+ if (!element)
+ lua_pushboolean(L, false);
+ else
+ lua_pushboolean(L, true);
+ delete element;
+ return 1;
+}
+
+// hud_change(self, id, stat, data)
+int LuaLocalPlayer::l_hud_change(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+
+ u32 id = luaL_checkinteger(L, 2);
+
+ HudElement *element = player->getHud(id);
+ if (!element)
+ return 0;
+
+ HudElementStat stat;
+ void *unused;
+ bool ok = read_hud_change(L, stat, element, &unused);
+
+ lua_pushboolean(L, ok);
+ return 1;
+}
+
+// hud_get(self, id)
+int LuaLocalPlayer::l_hud_get(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+
+ u32 id = luaL_checkinteger(L, -1);
+
+ HudElement *e = player->getHud(id);
+ if (!e) {
+ lua_pushnil(L);
+ return 1;
+ }
+
+ push_hud_element(L, e);
+ return 1;
+}
+