CvPlayer::isTurnActive() const
- Defined in
- CvPlayer.cpp, line 17823
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_isTurnActive
Hooks
static bool BeforeCvPlayer_isTurnActive(const CvPlayer* self, bool& result);static void AfterCvPlayer_isTurnActive(const CvPlayer* self, bool& result);static bool ReplaceCvPlayer_isTurnActive(bool (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_isTurnActive>(host, &BeforeCvPlayer_isTurnActive);CivRegisterAfter<CivHooks::CvPlayer_isTurnActive>(host, &AfterCvPlayer_isTurnActive);CivRegisterReplace<CivHooks::CvPlayer_isTurnActive>(host, &ReplaceCvPlayer_isTurnActive);
Code
17823bool CvPlayer::isTurnActive() const17824{17825 return m_bTurnActive;17826}
Calls
FAutoVariable::operator const bool &
Called by
- CvCity::canRangeStrike() const
- CvDiplomacyAI::DoContactMajorCivs()
- CvDiplomacyRequests::Add(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDiplomacyRequests::Update()
- CvDllPlayer::IsTurnActive() const
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::UpdatePlayers()
- CvGame::allUnitAIProcessed() const
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::countNumHumanGameTurnActive()
- CvGame::countSeqHumanTurnsUntilPlayerTurn(PlayerTypes) const
- CvGame::getNumGameTurnActive()
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::updateMoves()
- CvGame::updateTestEndTurn()
- CvGame::updateTimers()
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::Update()
- CvPlayer::checkInitialTurnAIProcessed()
- CvPlayer::checkRunAutoMovesForEveryone()
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::setTurnActiveForPbem(bool)
- CvTeam::countNumHumanGameTurnActive() const
- CvTeam::isTurnActive() const
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnitMission::StartMission(UnitHandle)
- CvLuaPlayer::lIsTurnActive(lua_State *)