CvUnit::getUnitInfo() const
- Defined in
- CvUnit.cpp, line 19736
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_getUnitInfo
Hooks
static bool BeforeCvUnit_getUnitInfo(const CvUnit* self, CvUnitEntry*& result);static void AfterCvUnit_getUnitInfo(const CvUnit* self, CvUnitEntry*& result);static CvUnitEntry& ReplaceCvUnit_getUnitInfo(CvUnitEntry& (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_getUnitInfo>(host, &BeforeCvUnit_getUnitInfo);CivRegisterAfter<CivHooks::CvUnit_getUnitInfo>(host, &AfterCvUnit_getUnitInfo);CivRegisterReplace<CivHooks::CvUnit_getUnitInfo>(host, &ReplaceCvUnit_getUnitInfo);
Code
19736CvUnitEntry& CvUnit::getUnitInfo() const19737{19738 VALIDATE_OBJECT19739 return *m_pUnitInfo;19740}
Called by
93 functions in 15 files
- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::IncrementUnitStatCount(CvUnit *)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvDllUnit::GetUnitInfo() const
- CvEconomicAI::DoReconState()
- PUF_isFiniteRange(const CvUnit *, int, int)
- CvHomelandAI::ExecuteCultureBlast(CvUnit *)
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGoldenAgeMove(CvUnit *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::FindUnitsForThisMove(AIHomelandMove, bool)
- CvHomelandAI::LogPatrolMessage(CvString &, CvUnit *)
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerMoves(bool)
- CvMilitaryAI::BuyEmergencyUnit(UnitAITypes, CvCity *)
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMilitaryAI::UpdateBaseData()
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::GetNumMaintenanceFreeUnits(DomainTypes, bool) const
- CvPlayer::canSpyDestroyUnit(PlayerTypes, CvUnit &) const
- CvPlayer::disbandUnit(bool)
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlot::countNumAirUnits(TeamTypes) const
- CvPlot::getUnitPower(PlayerTypes) const
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvReligionAI::HaveEnoughInquisitors(ReligionTypes) const
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAI::ReviewUnassignedUnits()
- CvUnit::CanBuildSpaceship(const CvPlot *, bool) const
- CvUnit::DoAttrition()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetNukeDamageLevel() const
- CvUnit::GetPower() const
- CvUnit::GetScrapGold() const
- CvUnit::IsHasEmbarkAbility() const
- CvUnit::IsHigherTechThan(UnitTypes) const
- CvUnit::canDiscover(const CvPlot *, bool) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canGiveExperience(const CvPlot *) const
- CvUnit::canGivePolicies(const CvPlot *, bool) const
- CvUnit::canLead(const CvPlot *, int) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canPromote(PromotionTypes, int) const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::getCaptureUnitType(CivilizationTypes) const
- CvUnit::getGivePoliciesCulture()
- CvUnit::getNameKey() const
- CvUnit::getStackExperienceToGive(int) const
- CvUnit::getSubUnitCount() const
- CvUnit::getSubUnitsAlive(int) const
- CvUnit::getUnitClassType() const
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isNoSupply() const
- CvUnit::isSuicide() const
- CvUnit::isTrade() const
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::setHasPromotion(PromotionTypes, bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvLuaUnit::lGetUnitFlagIconOffset(lua_State *)
- CvLuaUnit::lGetUnitPortraitOffset(lua_State *)