Bazaar developer reference

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

Called by