Simulator::cCommunity class

The following attributes are saved:

  • mCommunitySize
  • mAssemblyBubbles
  • mLanes
  • mName
  • mDescription
  • mpLeader

Base classes

class cGameData
Base class for most Simulator objects.
class Editors::INameableEntity

Derived classes

class cCity
class cTribe
A tribe from the tribe stage.

Public functions

auto GetLeaderCitizen() -> cCreatureCitizen*
Returns the leader of this community, casted as a cCreatureCitizen.
auto func54h() -> int virtual
auto func58h() -> Vector3 virtual
auto func5Ch() -> Vector3 virtual
auto func60h() -> float virtual
auto func64h() -> Vector3& virtual
void func68h() virtual
auto func6Ch() -> int virtual
auto GetPopulation() -> vector<ObjectPtr>& virtual
auto GetPopulationCount() -> int virtual
void func78h() virtual
auto GetCommunityName() -> string16& virtual
void func80h() virtual
void func84h() virtual
void func88h() virtual
auto AddRef() -> int pure virtual
auto Release() -> int pure virtual
auto Cast() const -> void* pure virtual

Public variables

int mCommunitySize
vector<int> field_3C
int field_50
int field_54
vector<int> field_58
bool field_6C
vector<cEmptyBubble> mAssemblyBubbles
vector<cLaneInfo> mLanes
int field_98
int field_9C
int field_A0
int field_A4
int field_A8
int field_AC
cGonzagoTimer field_B0
vector<cSpatialObjectPtr> field_D0
vector<ObjectPtr> mCommunityMembers
string16 mName
string16 mDescription
int field_118
cCreatureBasePtr mpLeader

Function documentation

cCreatureCitizen* Simulator::cCommunity::GetLeaderCitizen()

Returns the leader of this community, casted as a cCreatureCitizen.

This can ge used in cTribe to get the tribe chief.