Events.AfterModsDeactivate (Civ5 API)

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This page is a part of the Lua and UI Reference (Civ5).


Function.png This function is a member of Events.

This is a static method, invoke it with a dot.


Usage

void Events.AfterModsDeactivate()


Event Type

Regular event: you can subscribe to it through Events.AfterModsDeactivate.Add(<function handler>) or invoke it directly through Events.AfterModsDeactivate(<arguments list>).


Source code samples

AdvancedSetup.lua

UI/FrontEnd/GameSetup/AdvancedSetup.lua
1323
Events.AfterModsDeactivate.Add(function()
1324
PerformFullSync();
1325
end);


IconSupport.lua

UI/IconSupport.lua
0274
Events.AfterModsDeactivate.Add(function()
0275
g_IconAtlases = nil;
0276
end);


SelectCivilization.lua

UI/FrontEnd/GameSetup/SelectCivilization.lua
0245
Events.AfterModsDeactivate.Add(function()
0246
g_bRefreshCivs = true;
0247
end);


StagingRoom.lua

UI/FrontEnd/Multiplayer/StagingRoom.lua
1321
Events.AfterModsDeactivate.Add( OnDLCChanged );



The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.