CvPlayer::nextUnit(int *, bool)
- Defined in
- CvPlayer.cpp, line 21846
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_nextUnit_with_int_bool
Hooks
static bool BeforeCvPlayer_nextUnit_with_int_bool(CvPlayer* self, int* pIterIdx, bool bRev, CvUnit*& result);static void AfterCvPlayer_nextUnit_with_int_bool(CvPlayer* self, int* pIterIdx, bool bRev, CvUnit*& result);static CvUnit* ReplaceCvPlayer_nextUnit_with_int_bool(CvUnit* (*original)(CvPlayer*, int*, bool), CvPlayer* self, int* pIterIdx, bool bRev);CivRegisterBefore<CivHooks::CvPlayer_nextUnit_with_int_bool>(host, &BeforeCvPlayer_nextUnit_with_int_bool);CivRegisterAfter<CivHooks::CvPlayer_nextUnit_with_int_bool>(host, &AfterCvPlayer_nextUnit_with_int_bool);CivRegisterReplace<CivHooks::CvPlayer_nextUnit_with_int_bool>(host, &ReplaceCvPlayer_nextUnit_with_int_bool);
Code
21846CvUnit* CvPlayer::nextUnit(int* pIterIdx, bool bRev)21847{21848 return !bRev ? m_units.NextIter(pIterIdx) : m_units.PrevIter(pIterIdx);21849}
Calls
FFreeListArrayBase::NextIterFFreeListArrayBase::PrevIter
Called by
105 functions in 26 files
- CvAIEscortedOperation::FindBestCivilian()
- CvAINavalEscortedOperation::FindBestCivilian()
- CvAINavalOperation::FindInitialUnit()
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationQuickColonize::FindBestCivilian()
- CvBuilderTaskingAI::UpdateRoutePlots()
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvPlayerCulture::GetNextDigCompleteArchaeologist(CvPlot **) const
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateWarDamageLevel()
- CvDiplomacyAI::DoUpdateWarStates()
- CvDllNetMessageHandler::ResponseDoCommand(PlayerTypes, int, CommandTypes, int, int, bool)
- CvDllPlayer::NextUnit(int *, bool)
- CvEconomicAI::DisbandLongObsoleteUnits()
- CvEconomicAI::DoReconState()
- CvEconomicAI::FindArchaeologistToScrap()
- CvEconomicAI::FindWorkerToScrap()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsTestStrategy_ConcertTour(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_FoundCity(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NeedImprovement(CvPlayer *, YieldTypes)
- EconomicAIHelpers::IsTestStrategy_ReallyNeedReconSea(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_TradeWithCityState(EconomicAIStrategyTypes, CvPlayer *)
- CvGame::SelectSettler()
- CvGame::calculateSyncChecksum()
- CvGame::updateMoves()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::FindAutomatedUnits()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::RecruitUnits()
- CvMap::findUnit(int, int, PlayerTypes, bool, bool)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::UpdateBaseData()
- CvMilitaryAI::UpdateOperations()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::IsTestStrategy_EradicateBarbarians(MilitaryAIStrategyTypes, CvPlayer *, int, int)
- MilitaryAIHelpers::IsTestStrategy_NeedAirCarriers(CvPlayer *)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::GetBestGreatPersonForQuest(PlayerTypes)
- CvMinorCivAI::GetBuyoutCost(PlayerTypes)
- CvMinorCivAI::GetNumThreateningBarbarians()
- CvMinorCivQuest::IsComplete()
- CvPlayer::ChangeFreePromotionCount(PromotionTypes, int)
- CvPlayer::DoDeficit()
- CvPlayer::DoUnitAttrition()
- CvPlayer::DoUnitReset()
- CvPlayer::EndTurnsForReadyUnits()
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetClosestGoodyPlot(bool)
- CvPlayer::GetNumUnitsWithDomain(DomainTypes, bool)
- CvPlayer::GetNumUnitsWithUnitAI(UnitAITypes, bool, bool)
- CvPlayer::GetNumUnitsWithUnitCombat(UnitCombatTypes)
- CvPlayer::GetPlotHasOrder(CvPlot *)
- CvPlayer::GetVerifiedOutsideUnitCount()
- CvPlayer::HasUnit(UnitTypes)
- CvPlayer::HasUnitClass(UnitClassTypes)
- CvPlayer::RespositionInvalidUnits()
- CvPlayer::SetAllUnitsUnprocessed()
- CvPlayer::disbandUnit(bool)
- CvPlayer::doTurnUnits()
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayer::getNumOutsideUnits()
- CvPlayer::initFreeUnits(CvGameInitialItemsOverrides &)
- CvPlayer::killUnits()
- CvPlayer::setupGraphical()
- CvPlayer::updateTimers()
- CvPlayerAI::AI_doTurnUnitsPost()
- CvPlayerAI::AI_plotTargetMissionAIs(CvPlot *, MissionAITypes, int)
- CvPlayerAI::GetDirectiveGeneral(CvUnit *)
- CvPlayerAI::ProcessGreatPeople()
- CvPlot::updateSight(bool)
- CvUnitPromotions::IsInUseByPlayer(PromotionTypes, PlayerTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvReligionAI::HaveEnoughInquisitors(ReligionTypes) const
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAnalysisMap::BuildEnemyUnitList()
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTeam::UpdateEmbarkGraphics()
- CvTeam::changeCanEmbarkCount(int)
- CvTeam::changeDefensiveEmbarkCount(int)
- CvPlayerTrade::GetNumTradeRoutesUsed(bool)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::setHotKeyNumber(int)
- CvUnitCycler::Rebuild(CvUnit *)
- CvLuaPlayer::lGetNumAvailableTradeUnits(lua_State *)
- CvLuaPlayer::lHasUnitOfClassType(lua_State *)
- CvLuaPlayer::lUnitsAux(lua_State *)