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Searched refs:LOS_INLOS (Results 1 – 25 of 31) sorted by relevance

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/dports/games/spring/spring_98.0/rts/Sim/Units/
H A DUnit.cpp554 if (teamHandler->Ally(allyteam, this->allyteam) || (losStatus[allyteam] & LOS_INLOS)) { in GetErrorVector()
707 if (diffBits & LOS_INLOS) { in SetLosStatus()
708 if (newStatus & LOS_INLOS) { in SetLosStatus()
713 losStatus[at] &= ~LOS_INLOS; in SetLosStatus()
748 newStatus |= (mask & (LOS_INLOS | LOS_INRADAR | in CalcLosStatus()
753 newStatus |= (mask & (LOS_INLOS | LOS_INRADAR)); in CalcLosStatus()
759 newStatus &= ~(mask & LOS_INLOS); in CalcLosStatus()
762 newStatus &= ~(mask & (LOS_INLOS | LOS_INRADAR | LOS_CONTRADAR)); in CalcLosStatus()
1315 if (!(losStatus[gu->myAllyTeam] & LOS_INLOS) && in DoSeismicPing()
2080 if (losStatus[gu->myAllyTeam] & LOS_INLOS) { in Activate()
[all …]
H A DUnit.h40 #define LOS_INLOS (1 << 0) // the unit is currently in the los of the allyteam macro
/dports/games/spring/spring_98.0/rts/ExternalAI/
H A DAICallback.cpp122 return GetInSensorRangeUnit(unitId, LOS_INLOS); in GetInLosUnit()
125 return GetInSensorRangeUnit(unitId, (LOS_INLOS | LOS_INRADAR)); in GetInLosAndRadarUnit()
465 } else if (unit->losStatus[allyTeam] & LOS_INLOS) { in GetUnitHealth()
493 } else if (unit->losStatus[allyTeam] & LOS_INLOS) { in GetUnitMaxHealth()
520 } else if (unit->losStatus[allyTeam] & LOS_INLOS) { in GetUnitSpeed()
546 } else if (unit->losStatus[allyTeam] & LOS_INLOS) { in GetUnitPower()
586 } else if (unit->losStatus[allyTeam] & LOS_INLOS) { in GetUnitMaxRange()
616 if (((losStatus & LOS_INLOS) != 0) || in GetUnitDef()
883 || ((unit->losStatus[myAllyTeamId] & LOS_INLOS) != 0)); in unit_IsInLos()
H A DSkirmishAIWrapper.cpp171 … if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS)) { in LoadSkirmishAI()
176 if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & LOS_INLOS) { in LoadSkirmishAI()
H A DEngineOutHandler.cpp47 return (gs->globalLOS[allyTeamId] || (unit.losStatus[allyTeamId] & (LOS_INLOS | LOS_INRADAR))); in IsUnitInLosOrRadarOfAllyTeam()
/dports/games/spring/spring_98.0/rts/Game/UI/
H A DTooltipConsole.cpp179 !(losStatus & LOS_INLOS) && in MakeUnitString()
201 if (!enemyUnit || (!effectiveDef->hideDamage && (losStatus & LOS_INLOS))) { in MakeUnitString()
/dports/games/spring/spring_98.0/rts/Rendering/
H A DUnitDrawer.cpp325 if ((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectatingFullView) { in DrawOpaqueUnit()
726 const bool unitInLOS = ((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectatingFullView); in DrawOpaqueUnitShadow()
1022 if ((losStatus & LOS_INLOS) || gu->spectatingFullView) { in DrawCloakedUnit()
1150 …if (!((*ui)->losStatus[gu->myAllyTeam] & LOS_INLOS)) // because of team switching via cheat, ghost… in DrawGhostedBuildings()
1665 if ((losStatus & LOS_INLOS) || gu->spectatingFullView) { in UpdateUnitIconState()
1836 …const bool unitVisible = ((losStatus & (LOS_INLOS | LOS_INRADAR)) && ((losStatus & prevMask) == pr… in GetUnitIcon()
1860 …const bool unitVisible = ((losStatus & LOS_INLOS) || ((losStatus & LOS_INRADAR) && ((losStatus & p… in GetUnitIconScale()
1984 !(u->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_CONTRADAR)) && in RenderUnitDestroyed()
2040 if (newStatus & LOS_INLOS) { in RenderUnitLOSChanged()
H A DDebugColVolDrawer.cpp188 if (!(u->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) return; in DrawUnitColVol()
H A DCommandDrawer.cpp28 if ((unit->losStatus[owner->allyteam] & (LOS_INLOS | LOS_INRADAR)) != 0) return true; in IsUnitTrackable()
/dports/games/spring/spring_98.0/rts/Game/
H A DGameHelper.cpp429 return (u->losStatus[searchAllyteam] & (LOS_INLOS | LOS_INRADAR) && Enemy::Unit(u)); in Unit()
454 (u->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR)) || in Unit()
695 if (targetLOSState & LOS_INLOS) { in GenerateWeaponTargets()
716 if (targetLOSState & LOS_INLOS) { in GenerateWeaponTargets()
1208 } else if (u == NULL || (allyteam < 0) || (u->losStatus[allyteam] & LOS_INLOS)) { in TestBuildSquare()
H A DSelectedUnitsAI.cpp607 if (!(unit->losStatus[allyTeam] & (LOS_INLOS | LOS_INRADAR))) in SelectCircleUnits()
654 if (!(unit->losStatus[allyTeam] & (LOS_INLOS | LOS_INRADAR))) in SelectRectangleUnits()
H A DWaitCommandsAI.cpp818 if (unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR)) { in Draw()
850 if (!(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR))) { in SelectAreaUnits()
H A DTraceRay.cpp333 const bool unitInSight = (unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_CONTRADAR)); in GuiTraceRay()
/dports/games/spring/spring_98.0/rts/Sim/Units/UnitTypes/
H A DFactory.cpp206 if (losStatus[gu->myAllyTeam] & LOS_INLOS) { in StartBuild()
H A DBuilder.cpp812 if ((!silent || inBuildStance) && losStatus[gu->myAllyTeam] & LOS_INLOS) { in ScriptStartBuilding()
/dports/games/spring/spring_98.0/rts/Sim/Units/CommandAI/
H A DBuilderCAI.cpp1481 if (!(u->losStatus[owner->allyteam] & (LOS_INRADAR|LOS_INLOS))) in FindReclaimTarget()
1637 (unit->losStatus[owner->allyteam] & (LOS_INRADAR|LOS_INLOS)) && in FindCaptureTargetAndCapture()
1745 if (!(unit->losStatus[owner->allyteam] & (LOS_INRADAR | LOS_INLOS))) in FindRepairTargetAndRepair()
H A DTransportCAI.cpp917 if (unit->losStatus[owner->allyteam] & (LOS_INRADAR | LOS_INLOS)) { in FindUnitToTransport()
H A DMobileCAI.cpp847 …const float3 errPos = ((orderTarget->losStatus[owner->allyteam] & LOS_INLOS)? ZeroVector: owner->p… in ExecuteAttack()
H A DCommandAI.cpp1635 …if ((target->losStatus[owner->allyteam] & LOS_INLOS) && target->IsStunned() && HasMoreMoveCommands… in SkipParalyzeTarget()
/dports/games/spring/spring_98.0/rts/Sim/Weapons/
H A DWeapon.cpp452 …rget_Pos || (targetType == Target_Unit && !(targetUnit->losStatus[owner->allyteam] & LOS_INLOS))) { in UpdateFire()
840 … && targetUnit->isCloaked && !(targetUnit->losStatus[owner->allyteam] & (LOS_INLOS | LOS_INRADAR))) in SlowUpdate()
/dports/games/spring/spring_98.0/rts/Lua/
H A DLuaSyncedRead.cpp382 return !!(unit->losStatus[CLuaHandle::GetHandleReadAllyTeam(L)] & (LOS_INLOS | LOS_INRADAR)); in IsUnitVisible()
391 return (unit->losStatus[CLuaHandle::GetHandleReadAllyTeam(L)] & LOS_INLOS); in IsUnitInLos()
402 if ((losStatus & LOS_INLOS) || in IsUnitTyped()
3660 if (losStatus & LOS_INLOS) { in GetUnitLosState()
3667 if ((losStatus & LOS_INLOS) || in GetUnitLosState()
4226 else if (unit->losStatus[CLuaHandle::GetHandleReadAllyTeam(L)] & LOS_INLOS) { in GetUnitRulesParams()
4258 else if (unit->losStatus[CLuaHandle::GetHandleReadAllyTeam(L)] & LOS_INLOS) { in GetUnitRulesParam()
4820 …dle::GetHandleFullRead(L) || (unit->losStatus[CLuaHandle::GetHandleReadAllyTeam(L)] & LOS_INLOS)) { in GetGroundBlocked()
H A DLuaUnsyncedRead.cpp249 if ((unit->losStatus[readAllyTeam] & (LOS_INLOS | LOS_INRADAR)) == 0) { in ParseUnit()
511 if ((unit->losStatus[readAllyTeam] & LOS_INLOS) == 0) { in IsUnitVisible()
831 if (allyTeamID >= 0 && !(unit->losStatus[allyTeamID] & LOS_INLOS)) in GetVisibleUnits()
/dports/games/spring/spring_98.0/rts/Sim/Units/Scripts/
H A DUnitScript.cpp1137 if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS)) { return 0; } in GetUnitVal()
1143 if (!(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR))) { return 0; } in GetUnitVal()
/dports/games/spring/spring_98.0/rts/Rendering/Env/Decals/
H A DGroundDecalHandler.cpp460 if ((decalOwnerUnit->losStatus[gu->myAllyTeam] & LOS_INLOS) != 0) { in GatherDecalsForType()
858 if (!((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectatingFullView)) in AddDecalAndTrack()
/dports/games/spring/spring_98.0/rts/Rendering/Env/
H A DDynWater.cpp1138 if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) { in AddShipWakes()
1162 if (!(unit->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) { in AddShipWakes()

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