CvCity::GetCityCitizens() const
- Defined in
- CvCity.cpp, line 15099
- Class
- CvCity
- Hook name
CivHooks::CvCity_GetCityCitizens
Hooks
static bool BeforeCvCity_GetCityCitizens(const CvCity* self, CvCityCitizens*& result);static void AfterCvCity_GetCityCitizens(const CvCity* self, CvCityCitizens*& result);static CvCityCitizens* ReplaceCvCity_GetCityCitizens(CvCityCitizens* (*original)(const CvCity*), const CvCity* self);CivRegisterBefore<CivHooks::CvCity_GetCityCitizens>(host, &BeforeCvCity_GetCityCitizens);CivRegisterAfter<CivHooks::CvCity_GetCityCitizens>(host, &AfterCvCity_GetCityCitizens);CivRegisterReplace<CivHooks::CvCity_GetCityCitizens>(host, &ReplaceCvCity_GetCityCitizens);
Code
15099CvCityCitizens* CvCity::GetCityCitizens() const15100{15101 VALIDATE_OBJECT15102 return m_pCityCitizens;15103}
Called by
79 functions in 17 files
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::GetWorkingCity(CvPlot *)
- CvCityBuildings::DoSellBuilding(BuildingTypes)
- CvCity::GetNumResourceLocal(ResourceTypes, bool)
- CvCity::HasSpecialist(SpecialistTypes) const
- CvCity::PreKill(bool)
- CvCity::UpdateReligion(ReligionTypes)
- CvCity::clearWorkingOverride(int)
- CvCity::countNumForestPlots() const
- CvCity::countNumImprovedPlots(ImprovementTypes, bool) const
- CvCity::countNumRiverPlots() const
- CvCity::countNumWaterPlots() const
- CvCity::doGrowth()
- CvCity::doTask(TaskTypes, int, int, bool, bool, bool, bool)
- CvCity::doTurn()
- CvCity::foodConsumption(bool, int) const
- CvCity::getExtraSpecialistYield(YieldTypes, SpecialistTypes) const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::setAutomatons(int, bool)
- CvCity::setPopulation(int, bool)
- CvCity::updateYield()
- CityStrategyAIHelpers::IsTestCityStrategy_GoodGPCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_UnderBlockade(CvCity *)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvCityStrategyAI::GetYieldAverage(YieldTypes)
- CvCityStrategyAI::UpdateBestYields()
- CvCityCulture::GetCultureFromNaturalWonders() const
- CvCityCulture::GetYieldFromImprovements(YieldTypes) const
- CvPlayerCulture::LogCultureData()
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDllCity::CanWork(ICvPlot1 *) const
- CvDllCity::GetCityPlotFromIndex(int) const
- CvDllCity::IsWorkingPlot(ICvPlot1 *) const
- CvDllNetMessageHandler::ResponseFaithGreatPersonChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseGreatPersonChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseMayaBonusChoice(PlayerTypes, UnitTypes)
- CvDllNetMessageHandler::ResponseSetCityAIFocus(PlayerTypes, int, CityAIFocusTypes)
- CvDllNetMessageHandler::ResponseSetCityAvoidGrowth(PlayerTypes, int, bool)
- CvDllNetMessageHandler::ResponseUpdateCityCitizens(PlayerTypes, int)
- CvEconomicAI::LogCityMonitor()
- CvPlayer::ChangeSpecialistCultureChange(int)
- CvPlayer::DoUprising()
- CvPlayer::GetUnhappinessFromCityForUI(CvCity *) const
- CvPlayer::GetUnhappinessFromCityPopulation(CvCity *, CvCity *) const
- CvPlayer::GetUnhappinessFromCitySpecialists(CvCity *, CvCity *) const
- CvPlayer::GetUnhappinessFromOccupiedCities(CvCity *, CvCity *) const
- CvPlayer::GetUnhappinessFromPuppetCityPopulation() const
- CvPlayer::changeSpecialistExtraYield(YieldTypes, int)
- CvPlayerAI::AI_chooseFreeGreatPerson()
- CvPlot::isBeingWorked() const
- CvPlot::updateWorkingCity()
- CvGameReligions::CheckSpawnGreatProphet(CvPlayer &)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvPlayerTraits::ChooseMayaBoost()
- CvWorldBuilderMapLoader::SetInitialItems(bool)
- CvLuaCity::lAlterWorkingPlot(lua_State *)
- CvLuaCity::lCanWork(lua_State *)
- CvLuaCity::lChangeSpecialistGreatPersonProgressTimes100(lua_State *)
- CvLuaCity::lDoReallocateCitizens(lua_State *)
- CvLuaCity::lDoVerifyWorkingPlots(lua_State *)
- CvLuaCity::lGetCityIndexPlot(lua_State *)
- CvLuaCity::lGetCityPlotIndex(lua_State *)
- CvLuaCity::lGetFocusType(lua_State *)
- CvLuaCity::lGetNumForcedWorkingPlots(lua_State *)
- CvLuaCity::lGetNumSpecialistsAllowedByBuilding(lua_State *)
- CvLuaCity::lGetNumSpecialistsInBuilding(lua_State *)
- CvLuaCity::lGetSpecialistCount(lua_State *)
- CvLuaCity::lGetSpecialistGreatPersonProgress(lua_State *)
- CvLuaCity::lGetSpecialistGreatPersonProgressTimes100(lua_State *)
- CvLuaCity::lGetSpecialistUpgradeThreshold(lua_State *)
- CvLuaCity::lIsCanAddSpecialistToBuilding(lua_State *)
- CvLuaCity::lIsForcedAvoidGrowth(lua_State *)
- CvLuaCity::lIsForcedWorkingPlot(lua_State *)
- CvLuaCity::lIsNoAutoAssignSpecialists(lua_State *)
- CvLuaCity::lIsPlotBlockaded(lua_State *)
- CvLuaCity::lIsWorkingPlot(lua_State *)
- CvLuaCity::lSetFocusType(lua_State *)