CvUnit::isInvisible(TeamTypes, bool, bool) const
- Defined in
- CvUnit.cpp, line 14649
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_isInvisible
Hooks
static bool BeforeCvUnit_isInvisible(const CvUnit* self, TeamTypes eTeam, bool bDebug, bool bCheckCargo, bool& result);static void AfterCvUnit_isInvisible(const CvUnit* self, TeamTypes eTeam, bool bDebug, bool bCheckCargo, bool& result);static bool ReplaceCvUnit_isInvisible(bool (*original)(const CvUnit*, TeamTypes, bool, bool), const CvUnit* self, TeamTypes eTeam, bool bDebug, bool bCheckCargo);CivRegisterBefore<CivHooks::CvUnit_isInvisible>(host, &BeforeCvUnit_isInvisible);CivRegisterAfter<CivHooks::CvUnit_isInvisible>(host, &AfterCvUnit_isInvisible);CivRegisterReplace<CivHooks::CvUnit_isInvisible>(host, &ReplaceCvUnit_isInvisible);
Code
14649bool CvUnit::isInvisible(TeamTypes eTeam, bool bDebug, bool bCheckCargo) const14650{14651 VALIDATE_OBJECT14652 if(bDebug && GC.getGame().isDebugMode())14653 {14654 return false;14655 }1465614657 if(GET_PLAYER(getOwner()).getTeam() == eTeam)14658 {14659 return false;14660 }1466114662 if(bCheckCargo)14663 {14664 if((m_transportUnit.eOwner >= 0) && m_transportUnit.eOwner < MAX_PLAYERS)14665 {14666 if(GET_PLAYER((PlayerTypes)m_transportUnit.eOwner).getUnit(m_transportUnit.iID))14667 {14668 return true;14669 }14670 }14671 }1467214673 if(m_eInvisibleType == NO_INVISIBLE)14674 {14675 return false;14676 }1467714678 return !(plot()->isInvisibleVisible(eTeam, getInvisibleType()));14679}
Calls
- CvGame::isDebugMode() const
- CvGlobals::getGame()
- CvPlayer::getTeam() const
- CvPlayer::getUnit(int)
- CvPlayerAI::getPlayer(PlayerTypes)
- CvPlot::isInvisibleVisible(TeamTypes, InvisibleTypes) const
- CvUnit::getInvisibleType() const
- CvUnit::getOwner() const
- CvUnit::plot() const
FAutoVariable::operator const InvisibleTypes &
Called by
- CvCity::PreKill(bool)
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDllUnit::IsInvisible(TeamTypes, bool) const
- CvGame::getPlotUnit(CvPlot *, int)
- CvGame::getPlotUnits(CvPlot *, std::vector<CvUnit *> &)
- PUF_isCombatTeam(const CvUnit *, int, int)
- PUF_isVisible(const CvUnit *, int, int)
- PUF_isVisibleDebug(const CvUnit *, int, int)
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::getNumVisibleEnemyDefenders(const CvUnit *) const
- CvPlot::getNumVisiblePotentialEnemyDefenders(const CvUnit *) const
- CvPlot::getVisibleEnemyDefender(PlayerTypes)
- CvPlot::isVisibleEnemyUnit(PlayerTypes) const
- CvPlot::isVisibleEnemyUnit(const CvUnit *) const
- CvPlot::isVisibleOtherUnit(PlayerTypes) const
- CvPlot::updateCenterUnit()
- CvPlot::verifyUnitValidPlot()
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::canCoexistWithEnemyUnit(TeamTypes) const
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ResolveCombat(const CvCombatInfo &, uint)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaUnit::lIsInvisible(lua_State *)