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CvUnit::setCombatUnit(CvUnit *, bool)

Defined in
CvUnit.cpp, line 19834
Class
CvUnit
Hook name
CivHooks::CvUnit_setCombatUnit

Hooks

static bool BeforeCvUnit_setCombatUnit(CvUnit* self, CvUnit* pCombatUnit, bool bAttacking);static void AfterCvUnit_setCombatUnit(CvUnit* self, CvUnit* pCombatUnit, bool bAttacking);static void ReplaceCvUnit_setCombatUnit(void (*original)(CvUnit*, CvUnit*, bool), CvUnit* self, CvUnit* pCombatUnit, bool bAttacking);CivRegisterBefore<CivHooks::CvUnit_setCombatUnit>(host, &BeforeCvUnit_setCombatUnit);CivRegisterAfter<CivHooks::CvUnit_setCombatUnit>(host, &AfterCvUnit_setCombatUnit);CivRegisterReplace<CivHooks::CvUnit_setCombatUnit>(host, &ReplaceCvUnit_setCombatUnit);

Code

19834void CvUnit::setCombatUnit(CvUnit* pCombatUnit, bool bAttacking)19835{19836	VALIDATE_OBJECT19837	if(isCombatFocus())19838	{19839		DLLUI->setCombatFocus(false);19840	}1984119842	if(pCombatUnit != NULL)19843	{19844		CvAssertMsg(getCombatUnit() == NULL && getCombatCity() == NULL, "Combat Unit or City is not expected to be assigned");19845		m_bCombatFocus = (bAttacking && !(DLLUI->isFocusedWidget()) && ((getOwner() == GC.getGame().getActivePlayer()) || ((pCombatUnit->getOwner() == GC.getGame().getActivePlayer()) && !(GET_PLAYER(GC.getGame().getActivePlayer()).isSimultaneousTurns()))));19846		m_combatUnit = pCombatUnit->GetIDInfo();19847	}19848	else19849	{19850		clearCombat();19851	}1985219853	setCombatTimer(0);19854	setInfoBarDirty(true);1985519856	if(isCombatFocus())19857	{19858		DLLUI->setCombatFocus(true);19859	}19860}

Calls

Called by