CvUnit::ClearMissionQueue(int)
- Defined in
- CvUnit.cpp, line 23539
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_ClearMissionQueue
Hooks
static bool BeforeCvUnit_ClearMissionQueue(CvUnit* self, int iUnitCycleTimer);static void AfterCvUnit_ClearMissionQueue(CvUnit* self, int iUnitCycleTimer);static void ReplaceCvUnit_ClearMissionQueue(void (*original)(CvUnit*, int), CvUnit* self, int iUnitCycleTimer);CivRegisterBefore<CivHooks::CvUnit_ClearMissionQueue>(host, &BeforeCvUnit_ClearMissionQueue);CivRegisterAfter<CivHooks::CvUnit_ClearMissionQueue>(host, &AfterCvUnit_ClearMissionQueue);CivRegisterReplace<CivHooks::CvUnit_ClearMissionQueue>(host, &ReplaceCvUnit_ClearMissionQueue);
Code
23538/// Clear all queued missions23539void CvUnit::ClearMissionQueue(int iUnitCycleTimer)23540{23541 VALIDATE_OBJECT23542 CvAssert(getOwner() != NO_PLAYER);2354323544 CvUnitMission::ClearMissionQueue(this, iUnitCycleTimer);23545}
Calls
- CvUnitMission::ClearMissionQueue(UnitHandle, int)
FObjectHandle::FObjectHandle
Called by
- CvPlayer::DoUnitReset()
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::doCommand(CommandTypes, int, int)
- CvUnit::jumpToNearestValidPlot()
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveNuclearCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitMission::AutoMission(UnitHandle)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)