CvUnit::getY() const
- Defined in
- CvUnit.h, line 755
- Class
- CvUnit
- Not a hook point
- written in a header
Code
755 inline int getY() const756 {757 return m_iY.get();758 }
Calls
FAutoVariable::get
Called by
204 functions in 30 files
- CvAIOperation::LogOperationStatus()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::GetFurthestUnitDistance(CvPlot *)
- CanReachInXTurns(UnitHandle, CvPlot *, int, bool, int *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- IgnoreUnitsValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TurnsToReachTarget(UnitHandle, CvPlot *, bool, bool, bool)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvPlayerCulture::GetNextDigCompleteArchaeologist(CvPlot **) const
- CvDangerPlots::AssignUnitDangerValue(CvUnit *, CvPlot *)
- CvDllGameContext::TEMPCalculatePathFinderUpdates(ICvUnit1 *, int, int)
- CvDllGameContext::TEMPOnHexUnitChanged(ICvUnit1 *)
- CvDllGameContext::TEMPOnHexUnitChangedAttack(ICvUnit1 *)
- CvDllGame::CanMoveUnitTo(ICvUnit1 *, ICvPlot1 *) const
- CvDllUnit::GetPosition(int &, int &) const
- CvDllUnit::GetY() const
- CvEconomicAI::AssignExplorersToHuts()
- CvEconomicAI::AssignHutsToExplorers()
- CvEconomicAI::DisbandLongObsoleteUnits()
- CvEconomicAI::DoReconState()
- CvEconomicAI::LogScrapUnit(UnitHandle, int, int, int, int)
- CvGame::calculateSyncChecksum()
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::updateMoves()
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteCultureBlast(CvUnit *)
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteFirstTurnSettlerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteGoldenAgeMove(CvUnit *)
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteScientistMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::GetBestUnitToReachTarget(CvPlot *, int)
- CvHomelandAI::IsAnyValidExploreMoves(const CvUnit *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::ReviewUnassignedUnits()
- CvMap::findUnit(int, int, PlayerTypes, bool, bool)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetCoastalPlotAdjacentToTarget(CvPlot *, CvArmyAI *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvPlayer::AddIncomingUnit(PlayerTypes, CvUnit *)
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoDeficit()
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlot::Validate(CvMap &)
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvReligionAI::ScoreCityForInquisitor(CvCity *, UnitHandle)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvTacticalAI::ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteHedgehogDefense(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBarbarianGankTradeRouteTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindClosestNavalOperationUnit(CvPlot *, bool)
- CvTacticalAI::FindClosestOperationUnit(CvPlot *, bool, bool)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindNearbyTarget(UnitHandle, int, AITacticalTargetType, CvUnit *)
- CvTacticalAI::FindPassiveBarbarianLandMove(UnitHandle)
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::MoveGreatGeneral(CvArmyAI *)
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAirInterceptMoves()
- CvTacticalAI::PlotAirSweepMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::ReviewUnassignedUnits()
- CvTacticalAI::ScoreCloseOnPlots(CvPlot *, bool)
- CvTacticalAI::UnitProcessed(int, bool)
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvGameTrade::DisplayTemporaryPopupTradeRoute(int, int, TradeConnectionType, DomainTypes)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvUnit::AI_promote()
- CvUnit::CanEnhanceReligion(const CvPlot *) const
- CvUnit::DoAttrition()
- CvUnit::DoTestBarbarianThreatToMinorsWithThisUnitsDeath(PlayerTypes)
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GeneratePath(const CvPlot *, int, bool, int *) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::GetNearbyImprovementModifier(ImprovementTypes, int, int) const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetNumSpecificEnemyUnitsAdjacent(const CvUnit *, const CvUnit *) const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsBarbarianUnitThreateningMinor(PlayerTypes)
- CvUnit::IsEnemyCityAdjacent() const
- CvUnit::IsEnemyCityAdjacent(const CvCity *) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::IsHasNoValidMove() const
- CvUnit::IsNearEnemyCitadel(int &)
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::SentryAlert(bool) const
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::area() const
- CvUnit::at(int, int) const
- CvUnit::atPlot(const CvPlot &) const
- CvUnit::build(BuildTypes)
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canDoCommand(CommandTypes, int, int, bool, bool) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::createGreatWork()
- CvUnit::found()
- CvUnit::getArea() const
- CvUnit::gift(bool)
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::plot() const
- CvUnit::repairFleet()
- CvUnit::setSeeInvisibleType(InvisibleTypes)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- AddCombatMember(CvCombatMemberEntry *, int *, int, CvUnit *)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackCity(CvUnit &, CvPlot &, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- 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)
- CvUnitCycler::Rebuild(CvUnit *)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaUnit::lEmbark(lua_State *)
- CvLuaUnit::lGetFireSupportUnit(lua_State *)
- CvLuaUnit::lGetPlot(lua_State *)
- CvLuaUnit::lGetXY(lua_State *)
- CvLuaUnit::lGetY(lua_State *)