Searched refs:psettler (Results 1 – 4 of 4) sorted by relevance
2807 unit_list_iterate(tile1->units, psettler) { in find_city_or_settler_near_tile()2809 || unit_owner(psettler) == client.conn.playing) in find_city_or_settler_near_tile()2810 && unit_has_type_flag(psettler, UTYF_CITIES) in find_city_or_settler_near_tile()2811 && city_can_be_built_here(unit_tile(psettler), psettler)) { in find_city_or_settler_near_tile()2813 closest_settler = psettler; in find_city_or_settler_near_tile()2815 if (!best_settler && psettler->client.colored) { in find_city_or_settler_near_tile()2816 best_settler = psettler; in find_city_or_settler_near_tile()
4642 struct unit *psettler; in fill_city_overlays_sprite_array() local4655 pcity = find_city_or_settler_near_tile(ptile, &psettler); in fill_city_overlays_sprite_array()4701 } else if (psettler && psettler->client.colored) { in fill_city_overlays_sprite_array()4703 int idx = psettler->client.color_index % NUM_CITY_COLORS; in fill_city_overlays_sprite_array()