CvUnit::getDamage() const
- Defined in
- CvUnit.cpp, line 16629
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_getDamage
Hooks
static bool BeforeCvUnit_getDamage(const CvUnit* self, int& result);static void AfterCvUnit_getDamage(const CvUnit* self, int& result);static int ReplaceCvUnit_getDamage(int (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_getDamage>(host, &BeforeCvUnit_getDamage);CivRegisterAfter<CivHooks::CvUnit_getDamage>(host, &AfterCvUnit_getDamage);CivRegisterReplace<CivHooks::CvUnit_getDamage>(host, &ReplaceCvUnit_getDamage);
Code
16629int CvUnit::getDamage() const16630{16631 VALIDATE_OBJECT16632 return m_iDamage;16633}
Calls
FAutoVariable::operator const int &
Called by
60 functions in 11 files
- CvCity::updateStrengthValue()
- CvDllUnit::GetDamage() const
- CvGame::GetCombatPrediction(const CvUnit *, const CvUnit *)
- CvGame::calculateSyncChecksum()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::PlotAircraftMoves()
- CvHomelandAI::PlotMovesToSafety()
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAirSweepMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvUnit::AI_promote()
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::DoAttrition()
- CvUnit::GetAirCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetAirStrikeDefenseDamage(const CvUnit *, bool) const
- CvUnit::GetCurrHitPoints() const
- CvUnit::GetInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetParadropInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetScrapGold() const
- CvUnit::IsDead() const
- CvUnit::IsHurt() const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::changeDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::getSubUnitsAlive() const
- CvUnit::healTurns(const CvPlot *) const
- CvUnit::isBetterDefenderThan(const CvUnit *, const CvUnit *) const
- CvUnit::isPromotionValid(PromotionTypes) const
- CvUnit::pillage()
- CvUnit::repairFleet()
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setMaxHitPointsBase(int)
- CvUnit::setupGraphical()
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- 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::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvLuaUnit::lGetDamage(lua_State *)