CvUnit::getOwner() const
- Defined in
- CvUnit.h, line 1144
- Class
- CvUnit
- Not a hook point
- written in a header
Code
1144 inline PlayerTypes getOwner() const1145 {1146 return m_eOwner.get();1147 }
Calls
FAutoVariable::get
Called by
304 functions in 29 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAIOperationConcertTour::FindBestTarget(CvUnit *, bool)
- CvAIOperationMerchantDelegation::FindBestTarget(CvUnit *, bool)
- CvAIOperationNukeAttack::FindBestTarget()
- AttackPathDestEval(int, int, const void *, CvAStar *, bool, bool)
- LogPathGeneration(const CvUnit *, CvString &)
- PathDestValid(int, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UnitPathInitialize(const void *, CvAStar *)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRemoveUselessRoadDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::DoesBuildHelpRush(CvUnit *, CvPlot *, BuildTypes)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvCity::PreKill(bool)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvDangerPlots::AssignUnitDangerValue(CvUnit *, CvPlot *)
- CvDllUnit::GetOwner() const
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::cyclePlotUnits(CvPlot *, bool, bool, int)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::getPlotUnit(CvPlot *, int)
- CvGame::getPlotUnits(CvPlot *, std::vector<CvUnit *> &)
- CvGame::handleAction(int)
- CvGame::selectAll(CvPlot *)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::selectionListMove(CvPlot *, bool)
- CvGame::updateMoves()
- IfTradeUnit_DisplayPopupTradeRoute(CvUnit *)
- PUF_isOtherPlayer(const CvUnit *, int, int)
- PUF_isPlayer(const CvUnit *, int, int)
- isBeforeUnitCycle(const CvUnit *, const CvUnit *)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::IsValidExplorerEndTurnPlot(const CvUnit *, CvPlot *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::DoIntrusion()
- CvPlayer::DoCityRevolt()
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoUnitReset()
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetVerifiedOutsideUnitCount()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::getNumOutsideUnits()
- CvPlayerAI::GetDirectiveGeneral(CvUnit *)
- CvPlot::IsActualAlliedUnit(PlayerTypes, bool) const
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::getNumDefenders(PlayerTypes) const
- CvPlot::getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- CvPlot::getNumVisibleEnemyDefenders(const CvUnit *) const
- CvPlot::getNumVisiblePotentialEnemyDefenders(const CvUnit *) const
- CvPlot::getUnitPower(PlayerTypes) const
- CvPlot::isFriendlyCityOrPassableImprovement(const CvUnit &, bool) const
- CvPlot::isVisibleEnemyDefender(const CvUnit *) const
- CvPlot::isVisibleEnemyUnit(const CvUnit *) const
- CvPlot::plotAction(PlotUnitFunc, int, int, PlayerTypes, TeamTypes)
- CvPlot::plotCheck(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int)
- CvPlot::plotCount(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int) const
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::verifyUnitValidPlot()
- CvUnitPromotions::ChangePromotionAfterCombat(PromotionTypes)
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvReligionAI::ScoreCityForInquisitor(CvCity *, UnitHandle)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvCombatInfo::setUnit(BattleUnitTypes, CvUnit *)
- CvTacticalAI::ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::IdentifyPriorityTargetsByType()
- CvTacticalAI::IsHighPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::ScoreGreatGeneralPlot(UnitHandle, CvPlot *, CvArmyAI *)
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvGameTrade::DisplayTemporaryPopupTradeRoute(int, int, TradeConnectionType, DomainTypes)
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvGameTrade::StepUnit(int)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvUnit::AI_promote()
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::CanAutomate(AutomateTypes, bool) const
- CvUnit::CanBuildSpaceship(const CvPlot *, bool) const
- CvUnit::CanCultureBomb(const CvPlot *, bool) const
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::CanEnhanceReligion(const CvPlot *) const
- CvUnit::CanFoundReligion(const CvPlot *) const
- CvUnit::CanRemoveHeresy(const CvPlot *) const
- CvUnit::CanSpreadReligion(const CvPlot *) const
- CvUnit::CanSwapWithUnitHere(CvPlot &) const
- CvUnit::CanUpgradeInTerritory(bool) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoAttrition()
- CvUnit::DoCultureBomb()
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFoundReligion()
- CvUnit::DoRemoveHeresy()
- CvUnit::DoSpreadReligion()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::GetBaseCombatStrengthConsideringDamage() const
- CvUnit::GetBestBuildRoute(CvPlot *, BuildTypes *) const
- CvUnit::GetConversionStrength(const CvCity *) const
- CvUnit::GetDeclareWarMove(const CvPlot &) const
- CvUnit::GetDeclareWarRangeStrike(const CvPlot &) const
- CvUnit::GetEmbarkedUnitDefense() const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetGoldenAgeTurns() const
- CvUnit::GetIDInfo() 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::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::GetNearbyImprovementModifierFromTraits() const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetStrategicResourceCombatPenalty() const
- CvUnit::GetUnhappinessCombatPenalty() const
- CvUnit::GetUpgradeUnitType() const
- CvUnit::IsAngerFreeUnit() const
- CvUnit::IsCivilization(CivilizationTypes) const
- CvUnit::IsGarrisoned() const
- CvUnit::IsInFriendlyTerritory() const
- CvUnit::IsLargerCivThan(const CvUnit *) const
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::IsSelected() const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::SentryAlert(bool) const
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::SetMissionTimer(int)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UnitBuild(BuildTypes)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::airStrikeTarget(CvPlot &, bool) const
- CvUnit::baseMoves(DomainTypes) const
- CvUnit::blastTourism()
- CvUnit::build(BuildTypes)
- CvUnit::buyCityState()
- CvUnit::calculateExoticGoodsDistanceFactor(const CvPlot *)
- CvUnit::canAcquirePromotion(PromotionTypes) const
- CvUnit::canAirliftAt(const CvPlot *, int, int) const
- CvUnit::canBlastTourism(const CvPlot *, bool) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canBuyCityState(const CvPlot *, bool) const
- CvUnit::canChangeAdmiralPort(const CvPlot *) const
- CvUnit::canChangeAdmiralPortAt(const CvPlot *, int, int) const
- CvUnit::canChangeTradeUnitHomeCity(const CvPlot *) const
- CvUnit::canChangeTradeUnitHomeCityAt(const CvPlot *, int, int) const
- CvUnit::canCreateGreatWork(const CvPlot *, bool) const
- CvUnit::canCrossIce() const
- CvUnit::canCrossMountains() const
- CvUnit::canDiscover(const CvPlot *, bool) const
- CvUnit::canDoCommand(CommandTypes, int, int, bool, bool) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEnterTerritory(TeamTypes, bool, bool, bool) const
- CvUnit::canFound(const CvPlot *, bool) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canGiveExperience(const CvPlot *) const
- CvUnit::canGoldenAge(const CvPlot *, bool) const
- CvUnit::canLead(const CvPlot *, int) const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canMakeTradeRoute(const CvPlot *) const
- CvUnit::canMakeTradeRouteAt(const CvPlot *, int, int, TradeConnectionType) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canNukeAt(const CvPlot *, int, int) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canPlunderTradeRoute(const CvPlot *, bool) const
- CvUnit::canPromote(PromotionTypes, int) const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::changeExperienceTimes100(int, int, bool, bool, bool)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::createGreatWork()
- CvUnit::discover()
- CvUnit::doCommand(CommandTypes, int, int)
- CvUnit::experienceNeeded() const
- CvUnit::fortifyModifier() const
- CvUnit::found()
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getAirliftToPlot(const CvPlot *, bool) const
- CvUnit::getBuildType() const
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::getCaptureUnitType(CivilizationTypes) const
- CvUnit::getCivilizationInfo() const
- CvUnit::getCivilizationType() const
- CvUnit::getCombatDamage(int, int, int, bool, bool, bool) const
- CvUnit::getCombatOwner(TeamTypes, const CvPlot &) const
- CvUnit::getDiscoverAmount()
- CvUnit::getGivePoliciesCulture()
- CvUnit::getHandicapType() const
- CvUnit::getTeam() const
- CvUnit::getTradeGold(const CvPlot *) const
- CvUnit::getVisualCivAdjective(TeamTypes) const
- CvUnit::getVisualOwner(TeamTypes) const
- CvUnit::gift(bool)
- CvUnit::giveExperience()
- CvUnit::givePolicies()
- CvUnit::goldenAge()
- CvUnit::healRate(const CvPlot *) const
- CvUnit::hurry()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isActionRecommended(int)
- CvUnit::isBarbarian() const
- CvUnit::isGGFromBarbarians() const
- CvUnit::isHuman() const
- CvUnit::isInvisible(TeamTypes, bool, bool) const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::lead(int)
- CvUnit::load()
- CvUnit::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::paradrop(int, int)
- CvUnit::pillage()
- CvUnit::plunderTradeRoute()
- CvUnit::promote(PromotionTypes, int)
- CvUnit::rebase(int, int)
- CvUnit::repairFleet()
- CvUnit::scrap()
- CvUnit::sellExoticGoods()
- CvUnit::setCombatCity(CvCity *)
- CvUnit::setCombatUnit(CvUnit *, bool)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setHotKeyNumber(int)
- CvUnit::setLevel(int)
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnit::upgradePrice(UnitTypes) const
- CvUnit::workRate(bool, BuildTypes) const
- FSerialization::SyncUnits()
- AddCombatMember(CvCombatMemberEntry *, int *, int, CvUnit *)
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::ApplyPostCityCombatEffects(CvUnit *, CvCity *, int)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvUnitCombat::GenerateRangedCombatInfo(CvCity &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GetFireSupportUnit(PlayerTypes, int, int, int, int)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveNuclearCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCycler::Rebuild(CvUnit *)
- CvUnitMission::AutoMission(UnitHandle)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ClearMissionQueue(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::DeleteMissionQueueNode(UnitHandle, MissionData *)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::InsertAtEndMissionQueue(UnitHandle, MissionData, bool)
- CvUnitMission::LastMissionPlot(UnitHandle)
- CvUnitMission::PopMission(UnitHandle)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::UpdateMission(UnitHandle &)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::CostsOnlyOne(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvLuaUnit::lAddMessage(lua_State *)
- CvLuaUnit::lEndTrader(lua_State *)
- CvLuaUnit::lExecuteSpecialExploreMove(lua_State *)
- CvLuaUnit::lGetAuraEffect(lua_State *)
- CvLuaUnit::lGetOwner(lua_State *)
- CvLuaUnit::lGetTradeRouteIndex(lua_State *)
- CvLuaUnit::lIsRecalledTrader(lua_State *)
- CvLuaUnit::lRecallTrader(lua_State *)