CvLuaPlayer::lDoForceDenounce(lua_State *)
- Defined in
- Lua/CvLuaPlayer.cpp, line 9016
- Class
- CvLuaPlayer
- Hook name
CivHooks::CvLuaPlayer_lDoForceDenounce
Hooks
static bool BeforeCvLuaPlayer_lDoForceDenounce(lua_State* L, int& result);static void AfterCvLuaPlayer_lDoForceDenounce(lua_State* L, int& result);static int ReplaceCvLuaPlayer_lDoForceDenounce(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaPlayer_lDoForceDenounce>(host, &BeforeCvLuaPlayer_lDoForceDenounce);CivRegisterAfter<CivHooks::CvLuaPlayer_lDoForceDenounce>(host, &AfterCvLuaPlayer_lDoForceDenounce);CivRegisterReplace<CivHooks::CvLuaPlayer_lDoForceDenounce>(host, &ReplaceCvLuaPlayer_lDoForceDenounce);
Code
9016int CvLuaPlayer::lDoForceDenounce(lua_State* L)9017{9018 CvPlayerAI* pkPlayer = GetInstance(L);9019 PlayerTypes eOtherPlayer = (PlayerTypes) lua_tointeger(L, 2);90209021 pkPlayer->GetDiplomacyAI()->DoDenouncePlayer(eOtherPlayer);90229023 // Show leader if active player is being denounced9024 if(GC.getGame().getActivePlayer() == eOtherPlayer)9025 {9026#if defined(MOD_DIPLOMACY_STFU)9027 pkPlayer->GetDiplomacyAI()->DisplayAILeaderMessage(pkPlayer->GetID(), DIPLO_UI_STATE_BLANK_DISCUSSION_MEAN_AI, DIPLO_MESSAGE_REPEAT_NO, LEADERHEAD_ANIM_NEGATIVE);9028#else9029 const char* strText = pkPlayer->GetDiplomacyAI()->GetDiploStringForMessage(DIPLO_MESSAGE_REPEAT_NO);9030 gDLL->GameplayDiplomacyAILeaderMessage(pkPlayer->GetID(), DIPLO_UI_STATE_BLANK_DISCUSSION_MEAN_AI, strText, LEADERHEAD_ANIM_NEGATIVE);9031#endif9032 }90339034 return 1;9035}
Calls
- CvDiplomacyAI::DisplayAILeaderMessage(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, LeaderheadAnimationTypes, int)
- CvDiplomacyAI::DoDenouncePlayer(PlayerTypes)
- CvGame::getActivePlayer() const
- CvGlobals::getGame()
CvLuaScopedInstance::GetInstance- CvPlayer::GetDiplomacyAI() const
- CvPlayer::GetID() const
lua_tointeger