Searched refs:is_blindfolded (Results 1 – 6 of 6) sorted by relevance
58 bool is_blindfolded; member in unit_drawer
46 is_blindfolded(disp.is_blindfolded()), in unit_drawer()90 if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref, dc, show_everything) ) in redraw_unit()
59 if (gui_->is_blindfolded() && gamestate().first_human_team_ != -1) { in playmp_controller()86 if (gui_->is_blindfolded()) { in remove_blindfold()
89 bool show_everything() const { return !dont_show_all_ && !is_blindfolded(); } in show_everything()628 bool is_blindfolded() const;
83 … = (display::get_singleton() != nullptr && display::get_singleton()->is_blindfolded()) || (vw != n… in getMinimap()
526 bool display::is_blindfolded() const in is_blindfolded() function in display729 return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].shrouded(loc)); in shrouded()734 return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].fogged(loc)); in fogged()1787 (selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr); in draw_minimap()1856 if (!preferences::minimap_draw_units() || is_blindfolded()) return; in draw_minimap_units()