CvLuaGame::lChangeNoNukesCount(lua_State *)
- Defined in
- Lua/CvLuaGame.cpp, line 1057
- Class
- CvLuaGame
- Hook name
CivHooks::CvLuaGame_lChangeNoNukesCount
Hooks
static bool BeforeCvLuaGame_lChangeNoNukesCount(lua_State* L, int& result);static void AfterCvLuaGame_lChangeNoNukesCount(lua_State* L, int& result);static int ReplaceCvLuaGame_lChangeNoNukesCount(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaGame_lChangeNoNukesCount>(host, &BeforeCvLuaGame_lChangeNoNukesCount);CivRegisterAfter<CivHooks::CvLuaGame_lChangeNoNukesCount>(host, &AfterCvLuaGame_lChangeNoNukesCount);CivRegisterReplace<CivHooks::CvLuaGame_lChangeNoNukesCount>(host, &ReplaceCvLuaGame_lChangeNoNukesCount);
Code
1056//void changeNoNukesCount(int iChange);1057int CvLuaGame::lChangeNoNukesCount(lua_State* L)1058{1059#if defined(MOD_BUGFIX_LUA_API)1060 int iNumNukes;1061 if (lua_gettop(L) == 1)1062 iNumNukes = lua_tointeger(L, 1); // The correct Game.ChangeNoNukesCount() usage1063 else1064 iNumNukes = lua_tointeger(L, 2); // The incorrect (but as used by the game core .lua files) Game:ChangeNoNukesCount() usage1065#else1066 int iNumNukes = lua_tointeger(L, 2);1067#endif1068 GC.getGame().changeNoNukesCount(iNumNukes);1069 return 1;1070}
Calls
- CvGame::changeNoNukesCount(int)
- CvGlobals::getGame()
lua_gettoplua_tointeger