CvMinorCivAI::DoUnitSpawnTurn()
- Defined in
- CvMinorCivAI.cpp, line 8642
- Class
- CvMinorCivAI
- Hook name
CivHooks::CvMinorCivAI_DoUnitSpawnTurn
Hooks
static bool BeforeCvMinorCivAI_DoUnitSpawnTurn(CvMinorCivAI* self);static void AfterCvMinorCivAI_DoUnitSpawnTurn(CvMinorCivAI* self);static void ReplaceCvMinorCivAI_DoUnitSpawnTurn(void (*original)(CvMinorCivAI*), CvMinorCivAI* self);CivRegisterBefore<CivHooks::CvMinorCivAI_DoUnitSpawnTurn>(host, &BeforeCvMinorCivAI_DoUnitSpawnTurn);CivRegisterAfter<CivHooks::CvMinorCivAI_DoUnitSpawnTurn>(host, &AfterCvMinorCivAI_DoUnitSpawnTurn);CivRegisterReplace<CivHooks::CvMinorCivAI_DoUnitSpawnTurn>(host, &ReplaceCvMinorCivAI_DoUnitSpawnTurn);
Code
8641/// Time to spawn a Unit?8642void CvMinorCivAI::DoUnitSpawnTurn()8643{8644 // Loop through all players and see if we should give them a Unit8645 PlayerTypes eMajor;8646 for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)8647 {8648 eMajor = (PlayerTypes) iMajorLoop;86498650 if(IsUnitSpawningAllowed(eMajor))8651 {8652 // Tick down8653 if(GetUnitSpawnCounter(eMajor) > 0)8654 {8655 ChangeUnitSpawnCounter(eMajor, -1);8656 }86578658 // Time to spawn!8659 if(GetUnitSpawnCounter(eMajor) == 0)8660 {8661 DoSpawnUnit(eMajor);8662 }8663 }8664 }8665}