CvUnit::IsSelected() const
- Defined in
- CvUnit.cpp, line 22180
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_IsSelected
Hooks
static bool BeforeCvUnit_IsSelected(const CvUnit* self, bool& result);static void AfterCvUnit_IsSelected(const CvUnit* self, bool& result);static bool ReplaceCvUnit_IsSelected(bool (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_IsSelected>(host, &BeforeCvUnit_IsSelected);CivRegisterAfter<CivHooks::CvUnit_IsSelected>(host, &AfterCvUnit_IsSelected);CivRegisterReplace<CivHooks::CvUnit_IsSelected>(host, &ReplaceCvUnit_IsSelected);
Code
22180bool CvUnit::IsSelected() const22181{22182 VALIDATE_OBJECT22183 return DLLUI->IsUnitSelected(getOwner(), GetID());22184}
Calls
- CvGlobals::GetEngineUserInterface()
- CvUnit::GetID() const
- CvUnit::getOwner() const
ICvUserInterface1::IsUnitSelected
Called by
- CvDllUnit::IsSelected() const
- CvGame::cyclePlotUnits(CvPlot *, bool, bool, int)
- PUF_isSelected(const CvUnit *, int, int)
- CvPlot::getSelectedUnit() const
- CvUnit::IsFirstTimeSelected() const
- CvUnit::SetMissionTimer(int)
- CvUnit::clearCombat()
- CvUnit::doCommand(CommandTypes, int, int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::promote(PromotionTypes, int)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setHasPromotion(PromotionTypes, bool)
- CvUnit::setLevel(int)
- CvUnit::setMoves(int)
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitMission::ClearMissionQueue(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::DeleteMissionQueueNode(UnitHandle, MissionData *)
- CvUnitMission::InsertAtEndMissionQueue(UnitHandle, MissionData, bool)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvLuaUnit::lIsSelected(lua_State *)