CvUnit::IsCombatUnit() const
- Defined in
- CvUnit.h, line 1393
- Class
- CvUnit
- Not a hook point
- written in a header
Code
1392 // Combat eligibility routines1393 inline bool IsCombatUnit() const1394 {1395 return (m_iBaseCombat > 0);1396 }
Calls
FAutoVariable::operator const int &
Called by
61 functions in 22 files
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- FindValidDestinationDest(int, int, const void *, CvAStar *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathDestValid(int, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDllUnit::IsCombatUnit() const
- CvEconomicAI::FindWorkerToScrap()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::FindUnitsForThisMove(AIHomelandMove, bool)
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMilitaryAI::LogAvailableForces()
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvPlayer::DoDeficit()
- CvPlayer::GetNumMaintenanceFreeUnits(DomainTypes, bool) const
- CvPlayer::GetNumUnitsWithDomain(DomainTypes, bool)
- CvPlot::GetNumCombatUnits()
- CvPlot::IsActualAlliedUnit(PlayerTypes, bool) const
- CvPlot::IsActualEnemyUnit(PlayerTypes, bool, bool) const
- CvPlot::getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::IsMediumPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::PlotEscortEmbarkedMoves()
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTeam::changeCanEmbarkCount(int)
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::IsAngerFreeUnit() const
- CvUnit::IsCanAttackWithMove() const
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::IsEverFortifyable() const
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPlunderTradeRoute(const CvPlot *, bool) const
- CvUnit::canSleep(const CvPlot *) const
- CvUnit::found()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::IsCivilianUnit() const
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitMission::AutoMission(UnitHandle)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaUnit::lIsCombatUnit(lua_State *)