CvUnit::isInCombat() const
- Defined in
- CvUnit.cpp, line 11989
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_isInCombat
Hooks
static bool BeforeCvUnit_isInCombat(const CvUnit* self, bool& result);static void AfterCvUnit_isInCombat(const CvUnit* self, bool& result);static bool ReplaceCvUnit_isInCombat(bool (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_isInCombat>(host, &BeforeCvUnit_isInCombat);CivRegisterAfter<CivHooks::CvUnit_isInCombat>(host, &AfterCvUnit_isInCombat);CivRegisterReplace<CivHooks::CvUnit_isInCombat>(host, &ReplaceCvUnit_isInCombat);
Code
11989bool CvUnit::isInCombat() const11990{11991 VALIDATE_OBJECT11992 return (isFighting() || isAttacking());11993}
Calls
Called by
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvPlayer::RespositionInvalidUnits()
- CvPlot::verifyUnitValidPlot()
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::IsBusy() const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::kill(bool, PlayerTypes)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvLuaUnit::lIsInCombat(lua_State *)