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AE Modding Wiki : Functions : KillCityNew SLIC function: KillCity(): Obviously kills population until the city is dead. Less obviously only works in messages, where the city is given from the context. //EMODs SFN_ERROR Slic_KillCity::Call(SlicArgList *args) { if (args->Count() > 0) return SFN_ERROR_NUM_ARGS; Unit city = g_slicEngine->GetContext()->GetCity(0); if (!city.IsValid()) { return SFN_ERROR_OK; } if(!city.GetData()->GetCityData()->CapturedThisTurn()) { if(g_network.IsClient()) { g_network.RequestResync(RESYNC_PROBABLE_CHEATER); } return SFN_ERROR_OK; } if(g_network.IsClient()) { g_network.SendAction(new NetAction(NET_ACTION_FREE_SLAVES, city.m_id)); } CityData *cd = city.GetData()->GetCityData(); sint32 PCount = cd->PopCount(); city.GetData()->GetCityData()->ChangePopulation(-PCount); //city.GetData()->GetCityData()->Disband(); return SFN_ERROR_OK; } Page last modified on June 11, 2009, at 02:26 PM |
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