CvLuaGame::lChangeNukesExploded(lua_State *)
- Defined in
- Lua/CvLuaGame.cpp, line 1079
- Class
- CvLuaGame
- Hook name
CivHooks::CvLuaGame_lChangeNukesExploded
Hooks
static bool BeforeCvLuaGame_lChangeNukesExploded(lua_State* L, int& result);static void AfterCvLuaGame_lChangeNukesExploded(lua_State* L, int& result);static int ReplaceCvLuaGame_lChangeNukesExploded(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaGame_lChangeNukesExploded>(host, &BeforeCvLuaGame_lChangeNukesExploded);CivRegisterAfter<CivHooks::CvLuaGame_lChangeNukesExploded>(host, &AfterCvLuaGame_lChangeNukesExploded);CivRegisterReplace<CivHooks::CvLuaGame_lChangeNukesExploded>(host, &ReplaceCvLuaGame_lChangeNukesExploded);
Code
1078//void changeNukesExploded(int iChange);1079int CvLuaGame::lChangeNukesExploded(lua_State* L)1080{1081#if defined(MOD_BUGFIX_LUA_API)1082 int iNumNukes;1083 if (lua_gettop(L) == 1)1084 iNumNukes = lua_tointeger(L, 1); // The correct Game.ChangeNukesExploded() usage1085 else1086 iNumNukes = lua_tointeger(L, 2); // The incorrect (but as used by the game core .lua files) Game:ChangeNukesExploded() usage1087#else1088 int iNumNukes = lua_tointeger(L, 2);1089#endif1090 GC.getGame().changeNukesExploded(iNumNukes);1091 return 1;1092}
Calls
- CvGame::changeNukesExploded(int)
- CvGlobals::getGame()
lua_gettoplua_tointeger