CvUnit::GetID() const
- Defined in
- CvUnit.h, line 739
- Class
- CvUnit
- Not a hook point
- written in a header
Code
739 inline int GetID() const740 {741 return m_iID;742 }
Calls
FAutoVariable::operator const int &
Called by
202 functions in 25 files
- CvAIEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperation::BuyFinalUnit()
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationFoundCity::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationQuickColonize::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- LogPathGeneration(const CvUnit *, CvString &)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvBuilderTaskingAI::LogDirectives(CvUnit *)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::popOrder(int, bool, bool)
- CvDllUnit::GetID() const
- CvEconomicAI::AssignExplorersToHuts()
- CvEconomicAI::AssignHutsToExplorers()
- CvEconomicAI::ClearUnitTargetGoodyStepPlot(CvUnit *)
- CvEconomicAI::GetUnitTargetGoodyPlot(CvUnit *, CvPlot **)
- CvGame::mouseoverUnit(CvUnit *, bool)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::updateMoves()
- IfTradeUnit_DisplayPopupTradeRoute(CvUnit *)
- isBeforeUnitCycle(const CvUnit *, const CvUnit *)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteCultureBlast(CvUnit *)
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteFirstTurnSettlerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteGoldenAgeMove(CvUnit *)
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecutePatrolMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteScientistMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::FindAutomatedUnits()
- CvHomelandAI::FindUnitsForThisMove(AIHomelandMove, bool)
- CvHomelandAI::FindWorkersInSameArea(CvPlot *, BuildTypes)
- CvHomelandAI::LogPatrolMessage(CvString &, CvUnit *)
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotAdmiralMoves()
- CvHomelandAI::PlotAircraftMoves()
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotArchaeologistMoves()
- CvHomelandAI::PlotArtistMoves()
- CvHomelandAI::PlotEngineerMoves()
- CvHomelandAI::PlotExplorerMoves()
- CvHomelandAI::PlotExplorerSeaMoves()
- CvHomelandAI::PlotFirstTurnSettlerMoves()
- CvHomelandAI::PlotGeneralMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotInquisitorMoves()
- CvHomelandAI::PlotMerchantMoves()
- CvHomelandAI::PlotMissionaryMoves()
- CvHomelandAI::PlotMovesToSafety()
- CvHomelandAI::PlotMusicianMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotProphetMoves()
- CvHomelandAI::PlotSSPartAdds()
- CvHomelandAI::PlotSSPartMoves()
- CvHomelandAI::PlotScientistMoves()
- CvHomelandAI::PlotTradeUnitMoves()
- CvHomelandAI::PlotTreasureMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerMoves(bool)
- CvHomelandAI::PlotWorkerSeaMoves()
- CvHomelandAI::PlotWriterMoves()
- CvHomelandAI::RecruitUnits()
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoUnitKilledCombat(CvUnit *, PlayerTypes, UnitTypes)
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::doGoody(CvPlot *, CvUnit *)
- CvPlayer::initUnit(UnitTypes, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::initUnitWithNameOffset(UnitTypes, int, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::CityFinishedBuildingUnitForOperationSlot(OperationSlot, CvUnit *)
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvUnitPromotions::ChangePromotionAfterCombat(PromotionTypes)
- CvCombatInfo::setUnit(BattleUnitTypes, CvUnit *)
- CvTacticalAI::ClearEnemiesNearArmy(CvArmyAI *)
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteHedgehogDefense(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::FindAirUnitsToAirSweep(CvPlot *)
- CvTacticalAI::FindClosestNavalOperationUnit(CvPlot *, bool)
- CvTacticalAI::FindClosestOperationUnit(CvPlot *, bool, bool)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindParatroopersWithinStrikingDistance(CvPlot *)
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::MoveWithFormation(UnitHandle, MultiunitPositionTypes)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAirInterceptMoves()
- CvTacticalAI::PlotAirSweepMoves()
- CvTacticalAI::PlotBarbarianCivilianEscortMove()
- CvTacticalAI::PlotBarbarianMove(bool)
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotEnemyTerritoryOperationMoves(CvAIEnemyTerritoryOperation *)
- CvTacticalAI::PlotEscortEmbarkedMoves()
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotRepositionMoves()
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::ScoreGreatGeneralPlot(UnitHandle, CvPlot *, CvArmyAI *)
- CvGameTrade::CreateVis(int)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::CanRemoveHeresy(const CvPlot *) const
- CvUnit::CanSpreadReligion(const CvPlot *) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::GetIDInfo() const
- CvUnit::GetInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetUpgradeUnitType() const
- CvUnit::IsGarrisoned() const
- CvUnit::IsSelected() const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::build(BuildTypes)
- CvUnit::canAcquirePromotion(PromotionTypes) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canDoCommand(CommandTypes, int, int, bool, bool) const
- CvUnit::canHeal(const CvPlot *, bool) const
- CvUnit::canLead(const CvPlot *, int) const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canPromote(PromotionTypes, int) const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::changeExperienceTimes100(int, int, bool, bool, bool)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::found()
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getAirliftToPlot(const CvPlot *, bool) const
- CvUnit::getCaptureUnitType(CivilizationTypes) const
- CvUnit::getIndex() const
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::lead(int)
- CvUnit::paradrop(int, int)
- CvUnit::pillage()
- CvUnit::promote(PromotionTypes, int)
- CvUnit::rebase(int, int)
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- FSerialization::SyncUnits()
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCycler::Rebuild(CvUnit *)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::LastMissionPlot(UnitHandle)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- SetupUnit(const CvWorldBuilderMap::Unit &, int, int)
- CvLuaPlayer::lGetNumAvailableTradeUnits(lua_State *)
- CvLuaUnit::lEndTrader(lua_State *)
- CvLuaUnit::lGetID(lua_State *)
- CvLuaUnit::lGetTradeRouteIndex(lua_State *)
- CvLuaUnit::lIsRecalledTrader(lua_State *)
- CvLuaUnit::lRecallTrader(lua_State *)