Home › Lua API › GameFalloutManager

Available out of the box. Usable from Lua in the unmodified game.

GameFalloutManager

13 methods. Symbol/current columns are function addresses (RVA) of the native wrapper.

Community reference for this object: GameFalloutManager (Sukrit Tan, external).

Signatures are recovered from the game code. ⚠ = partly understood (arguments may be missing or approximate). ? after a name = optional argument. Types: integer/number are Lua numbers, enum-typed arguments show the C++ type in brackets. Two signatures mean the method is registered separately for the UI and the gameplay state and each wrapper was decoded on its own. "same code as" in the Symbol column means the compiler merged identical functions: those methods share one wrapper and cannot be told apart by address.

Method Signature Where Reference Symbol Current
AddFallout GameFalloutManager:AddFallout(x: integer/Plot, y?: number) (or nothing)
args: x — Plot index (named plotIndex / plotID in the scripts). (inferred)
gameplay yes ↗ 0x6d2690 0x6d2d30
GetFalloutDamageOverride GameFalloutManager:GetFalloutDamageOverride() → number ui-cache, gameplay yes ↗ 0x6963e0 0x6969c0
GetFalloutPreventsWork UI state: GameFalloutManager:GetFalloutPreventsWork(x: integer/Plot, y?: integer) → boolean
gameplay state: GameFalloutManager:GetFalloutPreventsWork(x: integer/Plot, y?: integer) → boolean
args: x — Plot index (named plotIndex / plotID in the scripts). (inferred)
ui-cache, gameplay yes ↗ 0x696430 0x696a10
GetFalloutTurnsRemaining UI state: GameFalloutManager:GetFalloutTurnsRemaining(x: integer/Plot, y?: integer) → number
gameplay state: GameFalloutManager:GetFalloutTurnsRemaining(x: integer/Plot, y?: integer) → number
args: x — Plot index (plot:GetIndex()).
ui-cache, gameplay yes ↗ 0x6964d0 0x696ab0
GetReactorAccidentThreshold GameFalloutManager:GetReactorAccidentThreshold(pkCity: City) → number/nil
args: pkCity — A City object (the scripts pass a variable named pCity). (inferred)
ui-cache yes ↗ 0x73fa30 0x740370
GetReactorAge GameFalloutManager:GetReactorAge(arg1: City) → number/nil
args: arg1 — A City object (the scripts pass a variable named pCity). (inferred)
ui-cache yes ↗ 0x73fac0 0x740400
GetReactorByIndex UI state: GameFalloutManager:GetReactorByIndex(iIndex?: number)
gameplay state: GameFalloutManager:GetReactorByIndex(iIndex?: number)
ui-cache, gameplay yes ↗ 0x73fb50 0x740490
GetReactorCount GameFalloutManager:GetReactorCount() → number ui-cache, gameplay yes ↗ 0x73ff40 0x740880
HasFallout UI state: GameFalloutManager:HasFallout(x: integer/Plot, y?: integer) → boolean
gameplay state: GameFalloutManager:HasFallout(x: integer/Plot, y?: integer) → boolean
args: x — Plot index (named plotIndex / plotID in the scripts). (inferred)
ui-cache, gameplay yes ↗ 0x696580 0x696b60
RemoveFallout GameFalloutManager:RemoveFallout(x: integer/Plot, y?: integer) (or nothing) gameplay yes ↗ 0x6d2970 0x6d3010
SetFalloutDamageOverride GameFalloutManager:SetFalloutDamageOverride(newOverride?: number) (or nothing) gameplay yes ↗ 0x6d29d0 0x6d3070
SetFalloutPreventsWork GameFalloutManager:SetFalloutPreventsWork(x: integer/Plot, y?: boolean) (or nothing)
args: x — Plot index (named plotIndex / plotID in the scripts). (inferred)
gameplay yes ↗ 0x6d2a40 0x6d30e0
SetFalloutTurnsRemaining GameFalloutManager:SetFalloutTurnsRemaining(x: integer/Plot, y?: number) (or nothing)
args: x — Plot index (named plotIndex / plotID in the scripts). (inferred)
gameplay yes ↗ 0x6d2ae0 0x6d3180