LuaSupport::CallTestAll(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, bool &)
- Defined in
- Lua/CvLuaSupport.cpp, line 85
- Hook name
CivHooks::LuaSupport_CallTestAll
Hooks
static bool BeforeLuaSupport_CallTestAll(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value, bool& result);static void AfterLuaSupport_CallTestAll(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value, bool& result);static bool ReplaceLuaSupport_CallTestAll(bool (*original)(ICvEngineScriptSystem1*, const char*, ICvEngineScriptSystemArgs1*, bool&), ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value);CivRegisterBefore<CivHooks::LuaSupport_CallTestAll>(host, &BeforeLuaSupport_CallTestAll);CivRegisterAfter<CivHooks::LuaSupport_CallTestAll>(host, &AfterLuaSupport_CallTestAll);CivRegisterReplace<CivHooks::LuaSupport_CallTestAll>(host, &ReplaceLuaSupport_CallTestAll);
Code
85bool LuaSupport::CallTestAll(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value)86{87 // Must release our lock so that if the main thread has the Lua lock and is waiting for the Game Core lock, we don't freeze88 bool bHadLock = gDLL->HasGameCoreLock();89 if(bHadLock)90 gDLL->ReleaseGameCoreLock();91 bool bResult = pkScriptSystem->CallTestAll(szName, args, value);92 if(bHadLock)93 gDLL->GetGameCoreLock();94 return bResult;95}
Calls
- CvGlobals::getDLLIFace()
ICvEngineScriptSystem1::CallTestAllICvEngineUtility1::GetGameCoreLockICvEngineUtility1::HasGameCoreLockICvEngineUtility1::ReleaseGameCoreLock
Called by
35 functions in 14 files
- CustomMods::eventTestAll(const char *, CvLuaArgsHandle &)
- CvCityBuildings::IsBuildingSellable(const CvBuildingEntry &) const
- CvCity::CanBuyAnyPlot()
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::canConstruct(BuildingTypes, bool, bool, bool, bool, CvString *) const
- CvCity::canCreate(ProjectTypes, bool, bool) const
- CvCity::canMaintain(ProcessTypes, bool) const
- CvCity::canPrepare(SpecialistTypes, bool) const
- CvCity::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvCityStrategyAI::DoTurn()
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvEconomicAI::DoTurn()
- CvMilitaryAI::UpdateMilitaryStrategies()
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::canCreate(ProjectTypes, bool, bool) const
- CvPlayer::canMaintain(ProcessTypes, bool) const
- CvPlayer::canPrepare(SpecialistTypes, bool) const
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerPolicies::CanAdoptPolicy(PolicyTypes, bool) const
- CvPlayerPolicies::CanUnlockPolicyBranch(PolicyBranchTypes)
- CvGameReligions::CanCreatePantheon(PlayerTypes, bool)
- CvTeam::canDeclareWar(TeamTypes, PlayerTypes) const
- CvPlayerTechs::CanEverResearch(TechTypes) const
- CvPlayerTechs::CanResearch(TechTypes, bool) const
- CvUnit::CanFoundReligion(const CvPlot *) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::GetUpgradeUnitType() const
- CvUnit::canAcquirePromotion(PromotionTypes) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::kill(bool, PlayerTypes)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)