Bazaar developer reference

LuaSupport::CallTestAny(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, bool &)

Defined in
Lua/CvLuaSupport.cpp, line 98
Hook name
CivHooks::LuaSupport_CallTestAny

Hooks

static bool BeforeLuaSupport_CallTestAny(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value, bool& result);static void AfterLuaSupport_CallTestAny(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value, bool& result);static bool ReplaceLuaSupport_CallTestAny(bool (*original)(ICvEngineScriptSystem1*, const char*, ICvEngineScriptSystemArgs1*, bool&), ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value);CivRegisterBefore<CivHooks::LuaSupport_CallTestAny>(host, &BeforeLuaSupport_CallTestAny);CivRegisterAfter<CivHooks::LuaSupport_CallTestAny>(host, &AfterLuaSupport_CallTestAny);CivRegisterReplace<CivHooks::LuaSupport_CallTestAny>(host, &ReplaceLuaSupport_CallTestAny);

Code

98bool LuaSupport::CallTestAny(ICvEngineScriptSystem1* pkScriptSystem, const char* szName, ICvEngineScriptSystemArgs1* args, bool& value)99{100	// 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 freeze101	bool bHadLock = gDLL->HasGameCoreLock();102	if(bHadLock)103		gDLL->ReleaseGameCoreLock();104	bool bResult = pkScriptSystem->CallTestAny(szName, args, value);105	if(bHadLock)106		gDLL->GetGameCoreLock();107	return bResult;108}

Calls

Called by