Searched refs:parent_civilization (Results 1 – 2 of 2) sorted by relevance
1087 int parent_civilization_id = parent_civilization->ID; in CclDefineCivilization()1115 civilization->UnitSounds.Attack = parent_civilization->UnitSounds.Attack; in CclDefineCivilization()1118 civilization->UnitSounds.Idle = parent_civilization->UnitSounds.Idle; in CclDefineCivilization()1121 civilization->UnitSounds.Hit = parent_civilization->UnitSounds.Hit; in CclDefineCivilization()1124 civilization->UnitSounds.Miss = parent_civilization->UnitSounds.Miss; in CclDefineCivilization()1130 civilization->UnitSounds.Step = parent_civilization->UnitSounds.Step; in CclDefineCivilization()1148 civilization->UnitSounds.Used = parent_civilization->UnitSounds.Used; in CclDefineCivilization()1151 civilization->UnitSounds.Build = parent_civilization->UnitSounds.Build; in CclDefineCivilization()1154 civilization->UnitSounds.Ready = parent_civilization->UnitSounds.Ready; in CclDefineCivilization()1157 civilization->UnitSounds.Repair = parent_civilization->UnitSounds.Repair; in CclDefineCivilization()[all …]
876 CCivilization *parent_civilization = nullptr; local879 parent_civilization = civilization->ParentCivilization;880 if (!parent_civilization) {883 civilization = parent_civilization;