Hooks
static bool BeforeCvLuaFractal_lBuildRidges(lua_State* L, int& result);static void AfterCvLuaFractal_lBuildRidges(lua_State* L, int& result);static int ReplaceCvLuaFractal_lBuildRidges(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaFractal_lBuildRidges>(host, &BeforeCvLuaFractal_lBuildRidges);CivRegisterAfter<CivHooks::CvLuaFractal_lBuildRidges>(host, &AfterCvLuaFractal_lBuildRidges);CivRegisterReplace<CivHooks::CvLuaFractal_lBuildRidges>(host, &ReplaceCvLuaFractal_lBuildRidges);
Code
92int CvLuaFractal::lBuildRidges(lua_State* L)93{94 //assume 'self' was pushed95 luaL_checktype(L, 1, LUA_TUSERDATA);96 CvFractal* pFractal = static_cast<CvFractal*>(lua_touserdata(L, 1));97 CvRandom& mapRand = GC.getGame().getMapRand();9899 const int iNumSeeds = lua_tointeger(L, 2);100 const int flags = GetFractalFlags(L, 3);101 const int iBlendRidge = lua_tointeger(L, 4);102 const int iBlendFract = lua_tointeger(L, 5);103104 pFractal->ridgeBuilder(mapRand, iNumSeeds, flags, iBlendRidge, iBlendFract);105 return 0;106}