CvUnit::GetMaxHitPoints() const
- Defined in
- CvUnit.cpp, line 11997
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_GetMaxHitPoints
Hooks
static bool BeforeCvUnit_GetMaxHitPoints(const CvUnit* self, int& result);static void AfterCvUnit_GetMaxHitPoints(const CvUnit* self, int& result);static int ReplaceCvUnit_GetMaxHitPoints(int (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_GetMaxHitPoints>(host, &BeforeCvUnit_GetMaxHitPoints);CivRegisterAfter<CivHooks::CvUnit_GetMaxHitPoints>(host, &AfterCvUnit_GetMaxHitPoints);CivRegisterReplace<CivHooks::CvUnit_GetMaxHitPoints>(host, &ReplaceCvUnit_GetMaxHitPoints);
Code
11997int CvUnit::GetMaxHitPoints() const11998{11999 VALIDATE_OBJECT12000#if defined(MOD_UNITS_MAX_HP)12001 int iMaxHP = getMaxHitPointsBase();1200212003 iMaxHP *= (100 + getMaxHitPointsModifier());12004 iMaxHP /= 100;12005 12006 iMaxHP += getMaxHitPointsChange();1200712008 return iMaxHP;12009#else12010 return GC.getMAX_HIT_POINTS();12011#endif12012}
Calls
Called by
55 functions in 13 files
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvCity::updateStrengthValue()
- CvDllUnit::GetMaxHitPoints() const
- CvGame::GetCombatPrediction(const CvUnit *, const CvUnit *)
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotMovesToSafety()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvAirMissionDefinition::isDead(BattleUnitTypes) const
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::FindAirUnitsToAirSweep(CvPlot *)
- 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::PlotAirSweepMoves()
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::DoAttrition()
- CvUnit::GetAirCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetAirStrikeDefenseDamage(const CvUnit *, bool) const
- CvUnit::GetBaseCombatStrengthConsideringDamage() const
- CvUnit::GetCurrHitPoints() const
- CvUnit::GetInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetParadropInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetPower() const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetScrapGold() const
- CvUnit::IsDead() const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::currInterceptionProbability() const
- CvUnit::getCombatDamage(int, int, int, bool, bool, bool) const
- CvUnit::getSubUnitsAlive(int) const
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setMaxHitPointsBase(int)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvUnitCombat::GenerateRangedCombatInfo(CvCity &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- SetupUnit(const CvWorldBuilderMap::Unit &, int, int)
- CvLuaUnit::lGetMaxHitPoints(lua_State *)