CvUnit::isHuman() const
- Defined in
- CvUnit.cpp, line 11484
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_isHuman
Hooks
static bool BeforeCvUnit_isHuman(const CvUnit* self, bool& result);static void AfterCvUnit_isHuman(const CvUnit* self, bool& result);static bool ReplaceCvUnit_isHuman(bool (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_isHuman>(host, &BeforeCvUnit_isHuman);CivRegisterAfter<CivHooks::CvUnit_isHuman>(host, &AfterCvUnit_isHuman);CivRegisterReplace<CivHooks::CvUnit_isHuman>(host, &ReplaceCvUnit_isHuman);
Code
11484bool CvUnit::isHuman() const11485{11486 VALIDATE_OBJECT11487 return GET_PLAYER(getOwner()).isHuman();11488}
Calls
Called by
32 functions in 10 files
- UnitPathInitialize(const void *, CvAStar *)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::FindUnitsForThisMove(AIHomelandMove, bool)
- CvHomelandAI::PlotFirstTurnSettlerMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMilitaryAI::LogAvailableForces()
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvTacticalAI::CommandeerUnits()
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::IsDeclareWar() const
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEnterTerritory(TeamTypes, bool, bool, bool) const
- CvUnit::canFortify(const CvPlot *) const
- CvUnit::canHeal(const CvPlot *, bool) const
- CvUnit::canHold(const CvPlot *) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canSentry(const CvPlot *) const
- CvUnit::canSleep(const CvPlot *) const
- CvUnit::discover()
- CvUnit::doTurn()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::upgradePrice(UnitTypes) const
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaUnit::lIsHuman(lua_State *)