CvTypes::getMISSION_MOVE_TO()
- Defined in
- CvTypes.cpp, line 313
- Hook name
CivHooks::CvTypes_getMISSION_MOVE_TO
Hooks
static bool BeforeCvTypes_getMISSION_MOVE_TO(MissionTypes& result);static void AfterCvTypes_getMISSION_MOVE_TO(MissionTypes& result);static const MissionTypes ReplaceCvTypes_getMISSION_MOVE_TO(const MissionTypes (*original)());CivRegisterBefore<CivHooks::CvTypes_getMISSION_MOVE_TO>(host, &BeforeCvTypes_getMISSION_MOVE_TO);CivRegisterAfter<CivHooks::CvTypes_getMISSION_MOVE_TO>(host, &AfterCvTypes_getMISSION_MOVE_TO);CivRegisterReplace<CivHooks::CvTypes_getMISSION_MOVE_TO>(host, &ReplaceCvTypes_getMISSION_MOVE_TO);
Code
312//MissionTypes313const MissionTypes CvTypes::getMISSION_MOVE_TO()314{315 return s_eMISSION_MOVE_TO;316}
Called by
49 functions in 7 files
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvGame::selectionListMove(CvPlot *, bool)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecutePatrolMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerSeaMoves(CvHomelandTarget, CvPlot *)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCampMove(CvPlot *)
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCivilianCapture(CvPlot *)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMoveToTarget(CvPlot *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalBlockadeMove(CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecutePillage(CvPlot *)
- CvTacticalAI::ExecutePlunderTradeUnit(CvPlot *)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::LastMissionPlot(UnitHandle)