CvUnit::getTeam() const
- Defined in
- CvUnit.cpp, line 19682
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_getTeam
Hooks
static bool BeforeCvUnit_getTeam(const CvUnit* self, TeamTypes& result);static void AfterCvUnit_getTeam(const CvUnit* self, TeamTypes& result);static TeamTypes ReplaceCvUnit_getTeam(TeamTypes (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_getTeam>(host, &BeforeCvUnit_getTeam);CivRegisterAfter<CivHooks::CvUnit_getTeam>(host, &AfterCvUnit_getTeam);CivRegisterReplace<CivHooks::CvUnit_getTeam>(host, &ReplaceCvUnit_getTeam);
Code
19682TeamTypes CvUnit::getTeam() const19683{19684 VALIDATE_OBJECT19685 return CvPlayer::getTeam( getOwner() );19686}
Calls
Called by
131 functions in 17 files
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::FindBestTarget()
- AttackPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- AttackPathDestEval(int, int, const void *, CvAStar *, bool, bool)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UnitPathInitialize(const void *, CvAStar *)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRemoveUselessRoadDirectives(CvUnit *, CvPlot *, int)
- CvDllUnit::GetTeam() const
- CvGame::canHandleAction(int, CvPlot *, bool)
- PUF_isOtherTeam(const CvUnit *, int, int)
- PUF_isTeam(const CvUnit *, int, int)
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::IsValidExplorerEndTurnPlot(const CvUnit *, CvPlot *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canSpyDestroyUnit(PlayerTypes, CvUnit &) const
- CvPlayer::disbandUnit(bool)
- CvPlot::IsActualEnemyUnit(PlayerTypes, bool, bool) const
- CvPlot::changeInvisibleVisibilityCount(TeamTypes, InvisibleTypes, int)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::countNumAirUnits(TeamTypes) const
- CvPlot::getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, 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::updateSight(bool)
- CvPlot::updateVisibility()
- CvPlot::verifyUnitValidPlot()
- isOtherTeam(const CvUnit *, TeamTypes)
- CvUnitPromotions::GetAllowFeaturePassable(FeatureTypes) const
- CvUnitPromotions::GetAllowTerrainPassable(TerrainTypes) const
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBarbarianGankTradeRouteTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindTacticalTargets()
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::CanEnhanceReligion(const CvPlot *) const
- CvUnit::CanFoundReligion(const CvPlot *) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoAttrition()
- CvUnit::GeneratePath(const CvPlot *, int, bool, int *) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetBullyMinorMove(const CvPlot *) const
- CvUnit::GetConversionStrength(const CvCity *) const
- CvUnit::GetDeclareWarMove(const CvPlot &) const
- CvUnit::GetDeclareWarRangeStrike(const CvPlot &) const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMaxDefenseStrength(const CvPlot *, const CvUnit *, bool) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsEnemyCityAdjacent() const
- CvUnit::IsEnemyCityAdjacent(const CvCity *) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::IsNearEnemyCitadel(int &)
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::SentryAlert(bool) const
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UpdatePathCache(CvPlot *, int)
- CvUnit::baseMoves(DomainTypes) const
- CvUnit::canAcquirePromotion(PromotionTypes) const
- CvUnit::canAirSweepAt(int, int) const
- CvUnit::canBuildRoute() const
- CvUnit::canBuyCityState(const CvPlot *, bool) const
- CvUnit::canConstruct(const CvPlot *, BuildingTypes) const
- CvUnit::canCreateGreatWork(const CvPlot *, bool) const
- CvUnit::canDisembarkOnto(const CvPlot &, bool) const
- CvUnit::canDisembarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::canEmbarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canLoadUnit(const CvUnit &, const CvPlot &) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canNukeAt(const CvPlot *, int, int) const
- CvUnit::canParadropAt(const CvPlot *, int, int) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::canTrade(const CvPlot *, bool) const
- CvUnit::changeExtraReconRange(int)
- CvUnit::changeExtraVisibilityRange(int)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::disembark(CvPlot *)
- CvUnit::embark(CvPlot *)
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getCombatOwner(TeamTypes, const CvPlot &) const
- CvUnit::getTradeGold(const CvPlot *) const
- CvUnit::getVisualOwner(TeamTypes) const
- CvUnit::healRate(const CvPlot *) const
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isActionRecommended(int)
- CvUnit::isBetterDefenderThan(const CvUnit *, const CvUnit *) const
- CvUnit::isNukeVictim(const CvPlot *, TeamTypes) const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::load()
- CvUnit::pillage()
- CvUnit::setFacingDirection(DirectionTypes)
- CvUnit::setReconPlot(CvPlot *)
- CvUnit::setSeeInvisibleType(InvisibleTypes)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::upgradePrice(UnitTypes) const
- CvUnit::willRevealByMove(const CvPlot &) const
- CvUnitCombat::AttackNuclear(CvUnit &, int, int, ATTACK_OPTION)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaUnit::lGetTeam(lua_State *)