CvPlot::nextUnitNode(IDInfo *)
- Defined in
- CvPlot.cpp, line 10361
- Class
- CvPlot
- Hook name
CivHooks::CvPlot_nextUnitNode_with_IDInfo
Hooks
static bool BeforeCvPlot_nextUnitNode_with_IDInfo(CvPlot* self, IDInfo* pNode, IDInfo*& result);static void AfterCvPlot_nextUnitNode_with_IDInfo(CvPlot* self, IDInfo* pNode, IDInfo*& result);static IDInfo* ReplaceCvPlot_nextUnitNode_with_IDInfo(IDInfo* (*original)(CvPlot*, IDInfo*), CvPlot* self, IDInfo* pNode);CivRegisterBefore<CivHooks::CvPlot_nextUnitNode_with_IDInfo>(host, &BeforeCvPlot_nextUnitNode_with_IDInfo);CivRegisterAfter<CivHooks::CvPlot_nextUnitNode_with_IDInfo>(host, &AfterCvPlot_nextUnitNode_with_IDInfo);CivRegisterReplace<CivHooks::CvPlot_nextUnitNode_with_IDInfo>(host, &ReplaceCvPlot_nextUnitNode_with_IDInfo);
Code
10361IDInfo* CvPlot::nextUnitNode(IDInfo* pNode)10362{10363 return m_units.next(pNode);10364}
Calls
FFastSmallFixedList::next
Called by
48 functions in 12 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvCity::kill(bool)
- CvDllPlot::NextUnitNode(IDInfo *)
- 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 *)
- 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::updateCenterUnit()
- CvPlot::updateSight(bool)
- CvPlot::updateVisibility()
- CvPlot::verifyUnitValidPlot()
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvUnit::GetGreatGeneralStackMovement() const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::IsStackedGreatGeneral() const
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::gift(bool)
- CvUnit::giveExperience()
- 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 *)