CvPlayer::getCivilizationType() const
- Defined in
- CvPlayer.cpp, line 18488
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_getCivilizationType
Hooks
static bool BeforeCvPlayer_getCivilizationType(const CvPlayer* self, CivilizationTypes& result);static void AfterCvPlayer_getCivilizationType(const CvPlayer* self, CivilizationTypes& result);static CivilizationTypes ReplaceCvPlayer_getCivilizationType(CivilizationTypes (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_getCivilizationType>(host, &BeforeCvPlayer_getCivilizationType);CivRegisterAfter<CivHooks::CvPlayer_getCivilizationType>(host, &AfterCvPlayer_getCivilizationType);CivRegisterReplace<CivHooks::CvPlayer_getCivilizationType>(host, &ReplaceCvPlayer_getCivilizationType);
Code
18488CivilizationTypes CvPlayer::getCivilizationType() const18489{18490 return CvPreGame::civilization(GetID());18491}
Calls
Called by
38 functions in 19 files
- CvBuilderTaskingAI::Init(CvPlayer *)
- CvCity::IsCivilization(CivilizationTypes) const
- CvCity::getCivilizationType() const
- CvCityCulture::GetCultureFromWonders() const
- CvDiplomacyAI::GetDiploModifiers(PlayerTypes, std::vector<Opinion> &)
- CvDllPlayer::GetCivilizationType() const
- CvPlayerEspionage::Init(CvPlayer *)
- isCivInPlay(const CivilizationTypes)
- CvGame::getActiveCivilizationType()
- CvGame::isCivEverActive(CivilizationTypes) const
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::GetSpecificBuildingType(const char *, bool)
- CvPlayer::GetSpecificUnitType(const char *, bool)
- CvPlayer::IsCivilization(CivilizationTypes) const
- CvPlayer::canBuild(const CvPlot *, BuildTypes, bool, bool, bool, bool) const
- CvPlayer::getCivilizationInfo() const
- CvPlayer::getNewCityName() const
- CvPlot::IsCivilization(CivilizationTypes) const
- CvPlayerPolicies::IsTimeToChooseIdeology() const
- CvReplayInfo::createInfo()
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvPlayerTechs::Reset()
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvPlayerTraits::WillGetUniqueLuxury(CvArea *) const
- CvUnit::IsCivilization(CivilizationTypes) const
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::getCivilizationType() const
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetBuildingOfClosestGreatWorkSlot(lua_State *)
- CvLuaPlayer::lGetCivilizationType(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)