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Searched refs:BlockadedAtSystem (Results 1 – 4 of 4) sorted by relevance

/dports/games/freeorion/freeorion-0.4.10.2/universe/
H A DFleet.cpp311 if (BlockadedAtSystem(cur_system->ID(), next_system->ID())) { in MovePath()
474 … if (cur_system && next_system && BlockadedAtSystem(cur_system->ID(), next_system->ID())) { in MovePath()
927 stopped = BlockadedAtSystem(SystemID(), next_sys_id); in MovementPhase()
1190 return BlockadedAtSystem(SystemID(), m_next_system); in Blockaded()
1193 if (BlockadedAtSystem(this->SystemID(), target_system.first)) in Blockaded()
1200 bool Fleet::BlockadedAtSystem(int start_system_id, int dest_system_id) const { in BlockadedAtSystem() function in Fleet
H A DFleet.h80 …bool BlockadedAtSystem(int start_system_id, int dest_system_id) const; ///< returns true iff …
/dports/games/freeorion/freeorion-0.4.10.2/UI/
H A DFleetButton.cpp316 if (fleet->BlockadedAtSystem(fleet->SystemID(), target_system_id.first)) in LayoutIcons()
H A DMapWnd.cpp4598 …if (fleet->SystemID() == route.front() && fleet->BlockadedAtSystem(route.front(), *route_it)) { //… in SetFleetMovementLine()
4646 …if (fleet->SystemID() == travel_route.front() && fleet->BlockadedAtSystem(travel_route.front(), *r… in SetProjectedFleetMovementLine()