CvPlot::headUnitNode()
- Defined in
- CvPlot.cpp, line 10385
- Class
- CvPlot
- Hook name
CivHooks::CvPlot_headUnitNode_with_void
Hooks
static bool BeforeCvPlot_headUnitNode_with_void(CvPlot* self, IDInfo*& result);static void AfterCvPlot_headUnitNode_with_void(CvPlot* self, IDInfo*& result);static IDInfo* ReplaceCvPlot_headUnitNode_with_void(IDInfo* (*original)(CvPlot*), CvPlot* self);CivRegisterBefore<CivHooks::CvPlot_headUnitNode_with_void>(host, &BeforeCvPlot_headUnitNode_with_void);CivRegisterAfter<CivHooks::CvPlot_headUnitNode_with_void>(host, &AfterCvPlot_headUnitNode_with_void);CivRegisterReplace<CivHooks::CvPlot_headUnitNode_with_void>(host, &ReplaceCvPlot_headUnitNode_with_void);
Code
10385IDInfo* CvPlot::headUnitNode()10386{10387 return m_units.head();10388}
Calls
FFastSmallFixedList::head
Called by
60 functions in 14 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAIOperationNukeAttack::FindBestTarget()
- CvCity::CanPlaceUnitHere(UnitTypes)
- CvCity::kill(bool)
- CvDllPlot::HeadUnitNode()
- CvGame::cyclePlotUnits(CvPlot *, bool, bool, int)
- CvGame::getPlotUnit(CvPlot *, int)
- CvGame::getPlotUnits(CvPlot *, std::vector<CvUnit *> &)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::updateMoves()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::DoIntrusion()
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoDistanceGift(PlayerTypes, CvUnit *)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canSpyBribeUnit(PlayerTypes, CvUnit &) const
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlot::GetNumCombatUnits()
- CvPlot::Validate(CvMap &)
- CvPlot::addUnit(CvUnit *, bool)
- CvPlot::changeInvisibleVisibilityCount(TeamTypes, InvisibleTypes, int)
- CvPlot::erase(bool)
- CvPlot::plotAction(PlotUnitFunc, int, int, PlayerTypes, TeamTypes)
- CvPlot::plotCheck(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int)
- CvPlot::removeUnit(CvUnit *, bool)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::updateCenterUnit()
- CvPlot::updateSight(bool)
- CvPlot::updateVisibility()
- CvPlot::verifyUnitValidPlot()
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvUnit::CanSwapWithUnitHere(CvPlot &) const
- CvUnit::GetGreatGeneralStackMovement() const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::GetScrapGold() const
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::IsStackedGreatGeneral() const
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::canCargoAllMove() const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::getUnitAICargo(UnitAITypes) const
- CvUnit::gift(bool)
- CvUnit::giveExperience()
- CvUnit::healRate(const CvPlot *) const
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::load()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::unloadAll()
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)