CvUnit::setCombatCity(CvCity *)
- Defined in
- CvUnit.cpp, line 19877
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_setCombatCity
Hooks
static bool BeforeCvUnit_setCombatCity(CvUnit* self, CvCity* pCombatCity);static void AfterCvUnit_setCombatCity(CvUnit* self, CvCity* pCombatCity);static void ReplaceCvUnit_setCombatCity(void (*original)(CvUnit*, CvCity*), CvUnit* self, CvCity* pCombatCity);CivRegisterBefore<CivHooks::CvUnit_setCombatCity>(host, &BeforeCvUnit_setCombatCity);CivRegisterAfter<CivHooks::CvUnit_setCombatCity>(host, &AfterCvUnit_setCombatCity);CivRegisterReplace<CivHooks::CvUnit_setCombatCity>(host, &ReplaceCvUnit_setCombatCity);
Code
19877void CvUnit::setCombatCity(CvCity* pCombatCity)19878{19879 VALIDATE_OBJECT19880 if(isCombatFocus())19881 {19882 DLLUI->setCombatFocus(false);19883 }1988419885 if(pCombatCity != NULL)19886 {19887 CvAssertMsg(getCombatUnit() == NULL && getCombatCity() == NULL, "Combat Unit or City is not expected to be assigned");19888 m_bCombatFocus = (!(DLLUI->isFocusedWidget()) && ((getOwner() == GC.getGame().getActivePlayer()) || ((pCombatCity->getOwner() == GC.getGame().getActivePlayer()) && !(GET_PLAYER(GC.getGame().getActivePlayer()).isSimultaneousTurns()))));19889 m_combatCity = pCombatCity->GetIDInfo();19890 }19891 else19892 {19893 clearCombat();19894 }1989519896 setCombatTimer(0);19897 setInfoBarDirty(true);1989819899 if(isCombatFocus())19900 {19901 DLLUI->setCombatFocus(true);19902 }19903}
Calls
- CvCity::GetIDInfo() const
- CvCity::getOwner() const
- CvGame::getActivePlayer() const
- CvGlobals::GetEngineUserInterface()
- CvGlobals::getGame()
- CvPlayer::isSimultaneousTurns() const
- CvPlayerAI::getPlayer(PlayerTypes)
- CvUnit::clearCombat()
- CvUnit::getOwner() const
- CvUnit::isCombatFocus() const
- CvUnit::setCombatTimer(int)
- CvUnit::setInfoBarDirty(bool)
FAutoVariable::operator=ICvUserInterface1::isFocusedWidgetICvUserInterface1::setCombatFocusIDInfo::operator=