CvPlayer::isSimultaneousTurns() const
- Defined in
- CvPlayer.cpp, line 18032
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_isSimultaneousTurns
Hooks
static bool BeforeCvPlayer_isSimultaneousTurns(const CvPlayer* self, bool& result);static void AfterCvPlayer_isSimultaneousTurns(const CvPlayer* self, bool& result);static bool ReplaceCvPlayer_isSimultaneousTurns(bool (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_isSimultaneousTurns>(host, &BeforeCvPlayer_isSimultaneousTurns);CivRegisterAfter<CivHooks::CvPlayer_isSimultaneousTurns>(host, &AfterCvPlayer_isSimultaneousTurns);CivRegisterReplace<CivHooks::CvPlayer_isSimultaneousTurns>(host, &ReplaceCvPlayer_isSimultaneousTurns);
Code
18032bool CvPlayer::isSimultaneousTurns() const18033{18034 if(GC.getGame().isOption(GAMEOPTION_DYNAMIC_TURNS))18035 {//in dynamic turns mode, our turn mode varies18036 return m_bDynamicTurnsSimultMode;18037 }18038 else if(GC.getGame().isOption(GAMEOPTION_SIMULTANEOUS_TURNS))18039 {18040 return true;18041 }1804218043 return false;18044}
Calls
Called by
- CvDllPlayer::IsSimultaneousTurns() const
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::countSeqHumanTurnsUntilPlayerTurn(PlayerTypes) const
- CvGame::doControl(ControlTypes)
- CvGame::doTurn()
- CvGame::getNumSequentialHumans(PlayerTypes)
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::updateMoves()
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setEndTurn(bool)
- CvTeam::isSimultaneousTurns() const
- CvUnit::setCombatCity(CvCity *)
- CvUnit::setCombatUnit(CvUnit *, bool)
- CvUnitMission::StartMission(UnitHandle)
- CvLuaPlayer::lIsSimultaneousTurns(lua_State *)