CvUnitEntry::GetDefaultUnitAIType() const
- Defined in
- CvUnitClasses.cpp, line 869
- Class
- CvUnitEntry
- Hook name
CivHooks::CvUnitEntry_GetDefaultUnitAIType
Hooks
static bool BeforeCvUnitEntry_GetDefaultUnitAIType(const CvUnitEntry* self, int& result);static void AfterCvUnitEntry_GetDefaultUnitAIType(const CvUnitEntry* self, int& result);static int ReplaceCvUnitEntry_GetDefaultUnitAIType(int (*original)(const CvUnitEntry*), const CvUnitEntry* self);CivRegisterBefore<CivHooks::CvUnitEntry_GetDefaultUnitAIType>(host, &BeforeCvUnitEntry_GetDefaultUnitAIType);CivRegisterAfter<CivHooks::CvUnitEntry_GetDefaultUnitAIType>(host, &AfterCvUnitEntry_GetDefaultUnitAIType);CivRegisterReplace<CivHooks::CvUnitEntry_GetDefaultUnitAIType>(host, &ReplaceCvUnitEntry_GetDefaultUnitAIType);
Code
868/// Default AI behavior869int CvUnitEntry::GetDefaultUnitAIType() const870{871 return m_iDefaultUnitAIType;872}
Called by
- CvBarbarians::DoCamps()
- CvCity::pushOrder(OrderTypes, int, int, bool, bool, bool, bool)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- EconomicAIHelpers::IsTestStrategy_ReallyNeedReconSea(CvPlayer *)
- CvGame::GetCompetitiveSpawnUnitType(PlayerTypes, bool, bool, bool)
- CvGame::GetRandomSpawnUnitType(PlayerTypes, bool, bool)
- CvGame::GetRandomUniqueUnitType(bool, bool, bool, bool)
- CvPlayer::GetNumUnitsWithUnitAI(UnitAITypes, bool, bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::addFreeUnitAI(UnitAITypes, int)
- CvPlayer::initFreeUnits(CvGameInitialItemsOverrides &)
- CvPlayer::initUnit(UnitTypes, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::initUnitWithNameOffset(UnitTypes, int, int, int, UnitAITypes, DirectionTypes, bool, bool, int, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvTeam::processTech(TechTypes, int)
- CvUnitProductionAI::GetTempWeightRevised(UnitTypes, int)
- SetupUnit(const CvWorldBuilderMap::Unit &, int, int)