CvPlayer::checkInitialTurnAIProcessed()
- Defined in
- CvPlayer.cpp, line 27944
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_checkInitialTurnAIProcessed
Hooks
static bool BeforeCvPlayer_checkInitialTurnAIProcessed(CvPlayer* self);static void AfterCvPlayer_checkInitialTurnAIProcessed(CvPlayer* self);static void ReplaceCvPlayer_checkInitialTurnAIProcessed(void (*original)(CvPlayer*), CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_checkInitialTurnAIProcessed>(host, &BeforeCvPlayer_checkInitialTurnAIProcessed);CivRegisterAfter<CivHooks::CvPlayer_checkInitialTurnAIProcessed>(host, &AfterCvPlayer_checkInitialTurnAIProcessed);CivRegisterReplace<CivHooks::CvPlayer_checkInitialTurnAIProcessed>(host, &ReplaceCvPlayer_checkInitialTurnAIProcessed);
Code
27944void CvPlayer::checkInitialTurnAIProcessed()27945{27946 int turn = GC.getGame().getGameTurn();27947 if(m_lastGameTurnInitialAIProcessed != turn)27948 {27949 //Note: Players that are not turn active at the beginning of the game turn will 27950 //process their AI when they are turn active. However, they should still 27951 //act like their initial AI has been processed.27952 if(!isTurnActive() || !hasUnitsThatNeedAIUpdate())27953 {27954 m_lastGameTurnInitialAIProcessed = turn;27955 if(GC.getGame().getActivePlayer() == GetID())27956 gDLL->sendPlayerInitialAIProcessed();27957 }27958 }27959}