CvUnit::getUnitType() const
- Defined in
- CvUnit.cpp, line 19729
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_getUnitType
Hooks
static bool BeforeCvUnit_getUnitType(const CvUnit* self, UnitTypes& result);static void AfterCvUnit_getUnitType(const CvUnit* self, UnitTypes& result);static const UnitTypes ReplaceCvUnit_getUnitType(const UnitTypes (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_getUnitType>(host, &BeforeCvUnit_getUnitType);CivRegisterAfter<CivHooks::CvUnit_getUnitType>(host, &AfterCvUnit_getUnitType);CivRegisterReplace<CivHooks::CvUnit_getUnitType>(host, &ReplaceCvUnit_getUnitType);
Code
19729const UnitTypes CvUnit::getUnitType() const19730{19731 VALIDATE_OBJECT19732 return m_eUnitType;19733}
Calls
FAutoVariable::operator const UnitTypes &
Called by
92 functions in 20 files
- CvAINavalOperation::FindInitialUnit()
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvCity::CanPlaceUnitHere(UnitTypes)
- CvCity::addProductionExperience(CvUnit *, bool)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvDiplomacyAI::DoUpdateWarDamageLevel()
- CvDllNetMessageHandler::ResponseDoCommand(PlayerTypes, int, CommandTypes, int, int, bool)
- CvDllUnit::GetUnitType() const
- CvEconomicAI::DisbandLongObsoleteUnits()
- CvEconomicAI::FindArchaeologistToScrap()
- CvEconomicAI::FindWorkerToScrap()
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::updateMoves()
- PUF_isUnitType(const CvUnit *, int, int)
- isBeforeUnitCycle(const CvUnit *, const CvUnit *)
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::ReviewUnassignedUnits()
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoUnitGiftFromMajor(PlayerTypes, CvUnit *, bool)
- CvMinorCivAI::GetBestGreatPersonForQuest(PlayerTypes)
- CvMinorCivQuest::IsComplete()
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::ChangeFreePromotionCount(PromotionTypes, int)
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoDeficit()
- CvPlayer::DoYieldBonusFromKill(YieldTypes, CvUnit *, CvUnit *, UnitTypes, int, int, bool, int &)
- CvPlayer::DoYieldsFromKill(CvUnit *, CvUnit *, int, int, int)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlayer::unitsGoldenAgeReady() const
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::IsHighPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTeam::changeCanEmbarkCount(int)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvUnit::AreUnitsOfSameType(const CvUnit &, const bool) const
- CvUnit::DoAttrition()
- CvUnit::DoCultureBomb()
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFoundReligion()
- CvUnit::DoSpreadReligion()
- CvUnit::GetCaptureChance(CvUnit *)
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::IsUnit(UnitTypes) const
- CvUnit::blastTourism()
- CvUnit::build(BuildTypes)
- CvUnit::buyCityState()
- CvUnit::canGiveExperience(const CvPlot *) const
- CvUnit::canLead(const CvPlot *, int) const
- CvUnit::canPromote(PromotionTypes, int) const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createGreatWork()
- CvUnit::discover()
- CvUnit::found()
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::getCaptureUnitType(CivilizationTypes) const
- CvUnit::gift(bool)
- CvUnit::givePolicies()
- CvUnit::goldenAge()
- CvUnit::hurry()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isPromotionValid(PromotionTypes) const
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::promote(PromotionTypes, int)
- CvUnit::repairFleet()
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setHasPromotion(PromotionTypes, bool)
- CvUnit::setPromotionReady(bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnit::upgradePrice(UnitTypes) const
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvLuaUnit::lGetUnitType(lua_State *)
- CvLuaUnit::lIsRangeAttackOnlyInDomain(lua_State *)