Searched refs:FF1_BLOCK_LOS (Results 1 – 3 of 3) sorted by relevance
5799 #define FF1_BLOCK_LOS 0x40000000L /* can't shoot/cast/throw through this one, but may be able to w… macro6331 !(f_info[ZCAVE[Y][X].feat].flags1 & FF1_BLOCK_LOS))6336 !(f_info[ZCAVE[Y][X].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)))6512 !(f_info[(C)->feat].flags1 & FF1_BLOCK_LOS))
7818 if (f_info[zcave[y][x].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;7856 if (f_info[zcave[y][x].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;7959 if (f_info[zcave[y][x].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;8038 if (f_info[zcave[y][x].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;
5037 if (f_info[zcave[ny][nx].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;6300 if (f_info[zcave[ny][nx].feat].flags1 & (FF1_BLOCK_LOS | FF1_BLOCK_CONTACT)) break;