CvGlobals::getDLLIFace()
- Defined in
- CvGlobals.h, line 7536
- Class
- CvGlobals
- Not a hook point
- written in a header
Code
7536 ICvEngineUtility4* getDLLIFace()7537 {7538 return m_pDLL;7539 }
Called by
283 functions in 44 files
- CustomMods::eventAccumulator(int &, const char *, CvLuaArgsHandle &)
- CustomMods::eventHook(const char *, CvLuaArgsHandle &)
- CustomMods::eventTestAll(const char *, CvLuaArgsHandle &)
- CustomMods::eventTestAny(const char *, CvLuaArgsHandle &)
- LogPathGeneration(const CvUnit *, CvString &)
- CvCityBuildings::CheckForAllWondersBuilt()
- CvCityBuildings::CheckForSevenAncientWondersBuilt()
- CvCityBuildings::IncrementWonderStats(BuildingClassTypes)
- CvCityBuildings::IsBuildingSellable(const CvBuildingEntry &) const
- CvCityBuildings::SetNumFreeBuilding(BuildingTypes, int)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::AreAllUnitsBuilt()
- CvCity::BuyPlot(int, int)
- CvCity::CanBuyAnyPlot()
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::CreateProject(ProjectTypes)
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::PreKill(bool)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::canConstruct(BuildingTypes, bool, bool, bool, bool, CvString *) const
- CvCity::canCreate(ProjectTypes, bool, bool) const
- CvCity::canMaintain(ProcessTypes, bool) const
- CvCity::canPrepare(SpecialistTypes, bool) const
- CvCity::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvCity::popOrder(int, bool, bool)
- CvCity::rangeStrike(int, int)
- CvCity::setDamage(int, bool)
- CvCity::setName(const char *, bool)
- CvCity::setPopulation(int, bool)
- CvCity::setupBuildingGraphics()
- CvCity::setupGraphical()
- CvCity::setupSpaceshipGraphics()
- CvCity::setupWonderGraphics()
- FSerialization::SyncCities()
- CvCityStrategyAI::DoTurn()
- CvDealAI::DoAcceptedDeal(PlayerTypes, const CvDeal &, int, int, int)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvDiplomacyAI::DisplayAILeaderMessage(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, PlayerTypes, const Localization::String &, LeaderheadAnimationTypes, int)
- CvDiplomacyAI::DoBeginDiploWithHuman()
- CvDiplomacyAI::DoBeginDiploWithHumanInDiscuss()
- CvDiplomacyAI::GetScenarioModifier1(PlayerTypes)
- CvDiplomacyAI::GetScenarioModifier2(PlayerTypes)
- CvDiplomacyAI::GetScenarioModifier3(PlayerTypes)
- CvDiplomacyRequests::ActivateNext()
- CvDiplomacyRequests::Send(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDllGameContext::SetDLLIFace(ICvEngineUtility1 *)
- CvDllDatabaseUtility::ValidateGameDatabase()
- CvDllGame::CvDllGame(CvGame *)
- CvDllGame::~CvDllGame()
- CvDllNetInitInfo::Commit()
- CvDllNetMessageHandler::ResponseSellBuilding(PlayerTypes, int, BuildingTypes)
- CvDllPlayer::CvDllPlayer(CvPlayerAI *)
- CvDllPlayer::~CvDllPlayer()
- CvEconomicAI::DoTurn()
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::CityPurchase(CvCity *, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvGame::DoFromUIDiploEvent(FromUIDiploEventTypes, PlayerTypes, int, int)
- CvGame::DoMinorBullyGold(PlayerTypes, PlayerTypes)
- CvGame::DoMinorBullyUnit(PlayerTypes, PlayerTypes)
- CvGame::DoMinorBuyout(PlayerTypes, PlayerTypes)
- CvGame::DoMinorGiftGold(PlayerTypes, int)
- CvGame::DoMinorGiftTileImprovement(PlayerTypes, PlayerTypes, int, int)
- CvGame::DoMinorPledgeProtection(PlayerTypes, PlayerTypes, bool, bool)
- CvGame::InitMap(CvGameInitialItemsOverrides &)
- CvGame::Read(FDataStream &)
- CvGame::SetLastTurnAICivsProcessed()
- CvGame::TunerEverConnected() const
- CvGame::Write(FDataStream &) const
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::changeNumGameTurnActive(int, const std::string &)
- CvGame::cityPushOrder(CvCity *, OrderTypes, int, bool, bool, bool)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::doTurn()
- CvGame::getMinutesPlayed() const
- CvGame::handleAction(int)
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::mouseoverUnit(CvUnit *, bool)
- CvGame::regenerateMap()
- CvGame::reset(HandicapTypes, bool)
- CvGame::saveReplay()
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectedCitiesGameNetMessage(int, int, int, int, bool, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::sendPlayerOptions(bool)
- CvGame::setActivePlayer(PlayerTypes, bool, bool)
- CvGame::setGameTurn(int)
- CvGame::setWinner(TeamTypes, VictoryTypes)
- CvGame::testVictory()
- CvGame::update()
- CvGame::updateMoves()
- CvGame::updateTestEndTurn()
- IfTradeUnit_DisplayPopupTradeRoute(CvUnit *)
- CvGlobals::init()
- CvGlobals::uninit()
- CvHomelandAI::ExecuteExplorerMoves()
- CvImprovementEntry::CacheResults(Database::Results &, CvDatabaseUtility &)
- CvFeatureInfo::CacheResults(Database::Results &, CvDatabaseUtility &)
- CvTerrainInfo::CacheResults(Database::Results &, CvDatabaseUtility &)
- CvMap::Read(FDataStream &)
- CvMap::reset(CvMapInitData *)
- CvMapGenerator::CvMapGenerator(const char *)
- CvMapGenerator::GenerateRandomMap()
- CvMapGenerator::GetGameInitialItemsOverrides(CvGameInitialItemsOverrides &)
- CvMapGenerator::GetMapInitData(CvMapInitData &, WorldSizeTypes)
- CvMapGenerator::~CvMapGenerator()
- CvMilitaryAI::UpdateMilitaryStrategies()
- CvMinorCivAI::DoFriendshipChangeEffects(PlayerTypes, int, int, bool, bool)
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoTileImprovementGiftFromMajor(PlayerTypes, int, int)
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvNotifications::Activate(Notification &)
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::IsNotificationExpired(int)
- CvNotifications::Update()
- CancelActivePlayerEndTurn()
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoUnitKilledCombat(CvUnit *, PlayerTypes, UnitTypes)
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::Read(FDataStream &)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::canCreate(ProjectTypes, bool, bool) const
- CvPlayer::canMaintain(ProcessTypes, bool) const
- CvPlayer::canPrepare(SpecialistTypes, bool) const
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::changeGoldenAgeTurns(int)
- CvPlayer::checkInitialTurnAIProcessed()
- CvPlayer::checkRunAutoMovesForEveryone()
- CvPlayer::disassembleSpaceship(CvPlot *)
- CvPlayer::disband(CvCity *)
- CvPlayer::disconnected()
- CvPlayer::doAdoptPolicy(PolicyTypes)
- CvPlayer::doTurn()
- CvPlayer::findNewCapital()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::isConnected() const
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::sendTurnReminder()
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setEndTurn(bool)
- CvPlayer::setTurnActive(bool, bool)
- FSerialization::SyncPlayer()
- CvPlayerAI::AI_unitUpdate()
- CvPlot::SetWorldAnchor(GenericWorldAnchorTypes, int)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::changeInvisibleVisibilityCount(TeamTypes, InvisibleTypes, int)
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::updateCenterUnit()
- CvPlot::updateFog(bool)
- CvPlot::updateLayout(bool)
- CvPlot::updateSymbols()
- CvPlot::updateVisibility()
- FSerialization::SyncPlots()
- CvPolicyAI::DoChooseIdeology(CvPlayer *)
- CvPlayerPolicies::CanAdoptPolicy(PolicyTypes, bool) const
- CvPlayerPolicies::CanUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::DoSwitchIdeologies(PolicyBranchTypes)
- CvPlayerPolicies::DoUnlockPolicyBranch(PolicyBranchTypes)
- CvPreGame::ReseatConnectedPlayers()
- CvPreGame::closeInactiveSlots()
- CvPreGame::readPlayerSlotInfo(FDataStream &, bool)
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvGameReligions::CanCreatePantheon(PlayerTypes, bool)
- CvGameReligions::DoPlayerTurn(CvPlayer &)
- CvGameReligions::EnhanceReligion(PlayerTypes, ReligionTypes, BeliefTypes, BeliefTypes, bool)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvGameReligions::GetFounderBenefitsReligion(PlayerTypes) const
- CvGameReligions::GetReligionToFound(PlayerTypes)
- CvReligionAI::GetReligionToSpread() const
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::UpdateEmbarkGraphics()
- CvTeam::canDeclareWar(TeamTypes, PlayerTypes) const
- CvTeam::changeBridgeBuildingCount(int)
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::meet(TeamTypes, bool)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setAtWar(TeamTypes, bool, bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::testCircumnavigated()
- CvPlayerTechs::CanEverResearch(TechTypes) const
- CvPlayerTechs::CanResearch(TechTypes, bool) const
- CvTeamTechs::SetHasTech(TechTypes, bool)
- CvGameTrade::DisplayTemporaryPopupTradeRoute(int, int, TradeConnectionType, DomainTypes)
- CvGameTrade::EmptyTradeRoute(int)
- CvGameTrade::HideTemporaryPopupTradeRoute(int, int, TradeConnectionType)
- CvGameTrade::MoveUnit(int)
- CvPlayerTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType)
- operator>>(FDataStream &, CvGameTrade &)
- CvUnit::CanFoundReligion(const CvPlot *) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoCultureBomb()
- CvUnit::DoRemoveHeresy()
- CvUnit::DoRushBuilding()
- CvUnit::DoSpreadReligion()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::GetUpgradeUnitType() const
- CvUnit::PublishQueuedVisualizationMoves()
- CvUnit::SetFortifiedThisTurn(bool)
- CvUnit::SetMissionTimer(int)
- CvUnit::SetPosition(CvPlot *)
- CvUnit::blastTourism()
- CvUnit::build(BuildTypes)
- CvUnit::buyCityState()
- CvUnit::canAcquirePromotion(PromotionTypes) const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::construct(BuildingTypes)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::createGreatWork()
- CvUnit::discover()
- CvUnit::disembark(CvPlot *)
- CvUnit::doTurn()
- CvUnit::embark(CvPlot *)
- CvUnit::found()
- CvUnit::givePolicies()
- CvUnit::goldenAge()
- CvUnit::isActionRecommended(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::paradrop(int, int)
- CvUnit::promote(PromotionTypes, int)
- CvUnit::rebase(int, int)
- CvUnit::repairFleet()
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setFortifyTurns(int)
- CvUnit::setMoves(int)
- CvUnit::setName(CvString)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::setupGraphical()
- CvUnit::trade()
- CvUnit::~CvUnit()
- FSerialization::SyncUnits()
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackCity(CvUnit &, CvPlot &, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::AttackNuclear(CvUnit &, int, int, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::PopMission(UnitHandle)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvWorldBuilderMapLoader::AddRandomItems(lua_State *)
- CvWorldBuilderMapLoader::RunPostProcessScript(lua_State *)
- CvWorldBuilderMapLoader::ScatterGoodies(lua_State *)
- CvWorldBuilderMapLoader::ScatterResources(lua_State *)
- SetupUnit(const CvWorldBuilderMap::Unit &, int, int)
- CvLuaArgsHandle::CvLuaArgsHandle()
- CvLuaArgsHandle::CvLuaArgsHandle(uint)
- CvLuaArgsHandle::~CvLuaArgsHandle()
- CvLuaGame::lGameplayDiplomacyAILeaderMessage(lua_State *)
- CvLuaGame::lGetSteamStat(lua_State *)
- CvLuaGame::lGetTutorialLevel(lua_State *)
- CvLuaGame::lIsAchievementUnlocked(lua_State *)
- CvLuaGame::lIsProcessingMessages(lua_State *)
- CvLuaGame::lSetAdvisorBadAttackInterrupt(lua_State *)
- CvLuaGame::lSetAdvisorCityAttackInterrupt(lua_State *)
- CvLuaGame::lSpewTestEvents(lua_State *)
- CvLuaPlayer::lHasReceivedNetTurnComplete(lua_State *)
- LuaSupport::CallAccumulator(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, float &)
- LuaSupport::CallAccumulator(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, int &)
- LuaSupport::CallHook(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, bool &)
- LuaSupport::CallTestAll(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, bool &)
- LuaSupport::CallTestAny(ICvEngineScriptSystem1 *, const char *, ICvEngineScriptSystemArgs1 *, bool &)