Hooks
static bool BeforeCvCityEspionage_SetSpyResult(CvCityEspionage* self, PlayerTypes eSpyOwner, int iSpyIndex, int iResult);static void AfterCvCityEspionage_SetSpyResult(CvCityEspionage* self, PlayerTypes eSpyOwner, int iSpyIndex, int iResult);static void ReplaceCvCityEspionage_SetSpyResult(void (*original)(CvCityEspionage*, PlayerTypes, int, int), CvCityEspionage* self, PlayerTypes eSpyOwner, int iSpyIndex, int iResult);CivRegisterBefore<CivHooks::CvCityEspionage_SetSpyResult>(host, &BeforeCvCityEspionage_SetSpyResult);CivRegisterAfter<CivHooks::CvCityEspionage_SetSpyResult>(host, &AfterCvCityEspionage_SetSpyResult);CivRegisterReplace<CivHooks::CvCityEspionage_SetSpyResult>(host, &ReplaceCvCityEspionage_SetSpyResult);
Code
4446/// SetSpyResult - set what happened this turn to the spy. Used for AI and notifications4447#if defined(MOD_EVENTS_ESPIONAGE)4448void CvCityEspionage::SetSpyResult(PlayerTypes eSpyOwner, int iSpyIndex, int iResult)4449#else4450void CvCityEspionage::SetSpyResult(PlayerTypes eSpyOwner, int iResult)4451#endif4452{4453 m_aiResult[eSpyOwner] = iResult;44544455#if defined(MOD_EVENTS_ESPIONAGE)4456 if (MOD_EVENTS_ESPIONAGE) {4457 GAMEEVENTINVOKE_HOOK(GAMEEVENT_EspionageResult, (int) eSpyOwner, iSpyIndex, iResult, m_pCity->getX(), m_pCity->getX());4458 }4459#endif4460}