CvUnitMission::ClearMissionQueue(UnitHandle, int)
- Defined in
- CvUnitMission.cpp, line 2119
- Class
- CvUnitMission
- Hook name
CivHooks::CvUnitMission_ClearMissionQueue
Hooks
static bool BeforeCvUnitMission_ClearMissionQueue(UnitHandle hUnit, int iUnitCycleTimerOverride);static void AfterCvUnitMission_ClearMissionQueue(UnitHandle hUnit, int iUnitCycleTimerOverride);static void ReplaceCvUnitMission_ClearMissionQueue(void (*original)(UnitHandle, int), UnitHandle hUnit, int iUnitCycleTimerOverride);CivRegisterBefore<CivHooks::CvUnitMission_ClearMissionQueue>(host, &BeforeCvUnitMission_ClearMissionQueue);CivRegisterAfter<CivHooks::CvUnitMission_ClearMissionQueue>(host, &AfterCvUnitMission_ClearMissionQueue);CivRegisterReplace<CivHooks::CvUnitMission_ClearMissionQueue>(host, &ReplaceCvUnitMission_ClearMissionQueue);
Code
2118/// Clear all queued missions2119void CvUnitMission::ClearMissionQueue(UnitHandle hUnit, int iUnitCycleTimerOverride)2120{2121 //VALIDATE_OBJECT2122 CvAssert(hUnit->getOwner() != NO_PLAYER);21232124 DeactivateHeadMission(hUnit, iUnitCycleTimerOverride);21252126 while(hUnit->m_missionQueue.getLength() > 0)2127 {2128 PopMission(hUnit);2129 }21302131 hUnit->ClearPathCache();2132// hUnit->m_missionQueue.clear();21332134 if((hUnit->getOwner() == GC.getGame().getActivePlayer()) && hUnit->IsSelected())2135 {2136 GC.GetEngineUserInterface()->setDirty(Waypoints_DIRTY_BIT, true);2137 GC.GetEngineUserInterface()->setDirty(SelectionButtons_DIRTY_BIT, true);2138 GC.GetEngineUserInterface()->setDirty(UnitInfo_DIRTY_BIT, true);2139 }2140}
Calls
- CvGame::getActivePlayer() const
- CvGlobals::GetEngineUserInterface()
- CvGlobals::getGame()
- CvUnit::ClearPathCache()
- CvUnit::getOwner() const
- CvUnit::IsSelected() const
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::PopMission(UnitHandle)
FFastSmallFixedList::getLengthFObjectHandle::FObjectHandleFObjectHandle::operator->ICvUserInterface1::setDirty