CvUnit::PushMission(MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- Defined in
- CvUnit.cpp, line 23446
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_PushMission
Hooks
static bool BeforeCvUnit_PushMission(CvUnit* self, MissionTypes eMission, int iData1, int iData2, int iFlags, bool bAppend, bool bManual, MissionAITypes eMissionAI, CvPlot* pMissionAIPlot, CvUnit* pMissionAIUnit);static void AfterCvUnit_PushMission(CvUnit* self, MissionTypes eMission, int iData1, int iData2, int iFlags, bool bAppend, bool bManual, MissionAITypes eMissionAI, CvPlot* pMissionAIPlot, CvUnit* pMissionAIUnit);static void ReplaceCvUnit_PushMission(void (*original)(CvUnit*, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot*, CvUnit*), CvUnit* self, MissionTypes eMission, int iData1, int iData2, int iFlags, bool bAppend, bool bManual, MissionAITypes eMissionAI, CvPlot* pMissionAIPlot, CvUnit* pMissionAIUnit);CivRegisterBefore<CivHooks::CvUnit_PushMission>(host, &BeforeCvUnit_PushMission);CivRegisterAfter<CivHooks::CvUnit_PushMission>(host, &AfterCvUnit_PushMission);CivRegisterReplace<CivHooks::CvUnit_PushMission>(host, &ReplaceCvUnit_PushMission);
Code
23445/// Queue up a new mission23446void CvUnit::PushMission(MissionTypes eMission, int iData1, int iData2, int iFlags, bool bAppend, bool bManual, MissionAITypes eMissionAI, CvPlot* pMissionAIPlot, CvUnit* pMissionAIUnit)23447{23448 VALIDATE_OBJECT23449 CvUnitMission::PushMission(this, eMission, iData1, iData2, iFlags, bAppend, bManual, eMissionAI, pMissionAIPlot, pMissionAIUnit);23450}
Calls
Called by
68 functions in 7 files
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::ArmyInPosition(CvArmyAI *)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvDllNetMessageHandler::ResponsePushMission(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- 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::ExecuteHeals()
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecutePatrolMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteScientistMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::ExecuteWorkerSeaMoves(CvHomelandTarget, CvPlot *)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotFirstTurnSettlerMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvHomelandAI::ReviewUnassignedUnits()
- CvTacticalAI::ExecuteAirInterceptMoves()
- CvTacticalAI::ExecuteAirSweepMoves()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCampMove(CvPlot *)
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCivilianCapture(CvPlot *)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteHeals()
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMoveToTarget(CvPlot *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalBlockadeMove(CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteParadropPillage(CvPlot *)
- CvTacticalAI::ExecutePillage(CvPlot *)
- CvTacticalAI::ExecutePlunderTradeUnit(CvPlot *)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::ReviewUnassignedUnits()
- CvUnit::doTurn()
- CvLuaUnit::lPushMission(lua_State *)