Hooks
static bool BeforeCvUnit_setFacingDirection(CvUnit* self, DirectionTypes facingDirection);static void AfterCvUnit_setFacingDirection(CvUnit* self, DirectionTypes facingDirection);static void ReplaceCvUnit_setFacingDirection(void (*original)(CvUnit*, DirectionTypes), CvUnit* self, DirectionTypes facingDirection);CivRegisterBefore<CivHooks::CvUnit_setFacingDirection>(host, &BeforeCvUnit_setFacingDirection);CivRegisterAfter<CivHooks::CvUnit_setFacingDirection>(host, &AfterCvUnit_setFacingDirection);CivRegisterReplace<CivHooks::CvUnit_setFacingDirection>(host, &ReplaceCvUnit_setFacingDirection);
Code
19381void CvUnit::setFacingDirection(DirectionTypes facingDirection)19382{19383 VALIDATE_OBJECT19384 if(facingDirection != m_eFacingDirection)19385 {19386 //remove old fog19387 if (canChangeVisibility())19388#if defined(MOD_API_EXTENSIONS)19389 plot()->changeAdjacentSight(getTeam(), visibilityRange(), false, getSeeInvisibleType(), getFacingDirection(true), this);19390#else19391 plot()->changeAdjacentSight(getTeam(), visibilityRange(), false, getSeeInvisibleType(), getFacingDirection(true));19392#endif1939319394 //change direction19395 m_eFacingDirection = facingDirection;1939619397 //clear new fog19398 if (canChangeVisibility())19399#if defined(MOD_API_EXTENSIONS)19400 plot()->changeAdjacentSight(getTeam(), visibilityRange(), true, getSeeInvisibleType(), getFacingDirection(true), this);19401#else19402 plot()->changeAdjacentSight(getTeam(), visibilityRange(), true, getSeeInvisibleType(), getFacingDirection(true));19403#endif1940419405 DLLUI->setDirty(ColoredPlots_DIRTY_BIT, true);19406 }19407}