CvUnit::finishMoves()
- Defined in
- CvUnit.cpp, line 16942
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_finishMoves
Hooks
static bool BeforeCvUnit_finishMoves(CvUnit* self);static void AfterCvUnit_finishMoves(CvUnit* self);static void ReplaceCvUnit_finishMoves(void (*original)(CvUnit*), CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_finishMoves>(host, &BeforeCvUnit_finishMoves);CivRegisterAfter<CivHooks::CvUnit_finishMoves>(host, &AfterCvUnit_finishMoves);CivRegisterReplace<CivHooks::CvUnit_finishMoves>(host, &ReplaceCvUnit_finishMoves);
Code
16942void CvUnit::finishMoves()16943{16944 VALIDATE_OBJECT16945 setMoves(0);16946}
Calls
Called by
77 functions in 11 files
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecutePatrolMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::ExecuteWorkerSeaMoves(CvHomelandTarget, CvPlot *)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotFirstTurnSettlerMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::DoCityRevolt()
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::EndTurnsForReadyUnits()
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvTacticalAI::ExecuteBarbarianCampMove(CvPlot *)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCivilianCapture(CvPlot *)
- CvTacticalAI::ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- 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::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvUnit::DoSpreadReligion()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::airlift(int, int)
- CvUnit::build(BuildTypes)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::move(CvPlot &, bool)
- CvUnit::rebase(int, int)
- CvUnit::setTransportUnit(CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveNuclearCombat(const CvCombatInfo &, uint)
- CvLuaUnit::lFinishMoves(lua_State *)