CvUnitEntry::GetPrereqAndTech() const
- Defined in
- CvUnitClasses.cpp, line 881
- Class
- CvUnitEntry
- Hook name
CivHooks::CvUnitEntry_GetPrereqAndTech
Hooks
static bool BeforeCvUnitEntry_GetPrereqAndTech(const CvUnitEntry* self, int& result);static void AfterCvUnitEntry_GetPrereqAndTech(const CvUnitEntry* self, int& result);static int ReplaceCvUnitEntry_GetPrereqAndTech(int (*original)(const CvUnitEntry*), const CvUnitEntry* self);CivRegisterBefore<CivHooks::CvUnitEntry_GetPrereqAndTech>(host, &BeforeCvUnitEntry_GetPrereqAndTech);CivRegisterAfter<CivHooks::CvUnitEntry_GetPrereqAndTech>(host, &AfterCvUnitEntry_GetPrereqAndTech);CivRegisterReplace<CivHooks::CvUnitEntry_GetPrereqAndTech>(host, &ReplaceCvUnitEntry_GetPrereqAndTech);
Code
880/// Prerequisite techs with AND881int CvUnitEntry::GetPrereqAndTech() const882{883 return m_iPrereqAndTech;884}
Called by
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvCity::IsCanPurchase(bool, bool, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvEconomicAI::DisbandLongObsoleteUnits()
- CvGame::GetRandomUniqueUnitType(bool, bool, bool, bool)
- isTechRequiredForUnit(TechTypes, UnitTypes)
- CvGameQueries::GetLeastAdvancedUnitClassNobodyHas(bool)
- CvHomelandAI::PlotUpgradeMoves()
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvPlayer::DoUnresearchedTechBonusFromKill(CvUnit *, UnitTypes, int, int, int &)
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayerTechs::Reset()
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::IsHigherTechThan(UnitTypes) const
- CvUnit::upgradePrice(UnitTypes) const