/dports/games/spring/spring_98.0/rts/Sim/Units/ |
H A D | Unit.cpp | 554 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 …]
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H A D | Unit.h | 40 #define LOS_INLOS (1 << 0) // the unit is currently in the los of the allyteam macro
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/dports/games/spring/spring_98.0/rts/ExternalAI/ |
H A D | AICallback.cpp | 122 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()
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H A D | SkirmishAIWrapper.cpp | 171 … 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()
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H A D | EngineOutHandler.cpp | 47 return (gs->globalLOS[allyTeamId] || (unit.losStatus[allyTeamId] & (LOS_INLOS | LOS_INRADAR))); in IsUnitInLosOrRadarOfAllyTeam()
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/dports/games/spring/spring_98.0/rts/Game/UI/ |
H A D | TooltipConsole.cpp | 179 !(losStatus & LOS_INLOS) && in MakeUnitString() 201 if (!enemyUnit || (!effectiveDef->hideDamage && (losStatus & LOS_INLOS))) { in MakeUnitString()
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/dports/games/spring/spring_98.0/rts/Rendering/ |
H A D | UnitDrawer.cpp | 325 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()
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H A D | DebugColVolDrawer.cpp | 188 if (!(u->losStatus[gu->myAllyTeam] & LOS_INLOS) && !gu->spectatingFullView) return; in DrawUnitColVol()
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H A D | CommandDrawer.cpp | 28 if ((unit->losStatus[owner->allyteam] & (LOS_INLOS | LOS_INRADAR)) != 0) return true; in IsUnitTrackable()
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/dports/games/spring/spring_98.0/rts/Game/ |
H A D | GameHelper.cpp | 429 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()
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H A D | SelectedUnitsAI.cpp | 607 if (!(unit->losStatus[allyTeam] & (LOS_INLOS | LOS_INRADAR))) in SelectCircleUnits() 654 if (!(unit->losStatus[allyTeam] & (LOS_INLOS | LOS_INRADAR))) in SelectRectangleUnits()
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H A D | WaitCommandsAI.cpp | 818 if (unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR)) { in Draw() 850 if (!(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_INRADAR))) { in SelectAreaUnits()
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H A D | TraceRay.cpp | 333 const bool unitInSight = (unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_CONTRADAR)); in GuiTraceRay()
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/dports/games/spring/spring_98.0/rts/Sim/Units/UnitTypes/ |
H A D | Factory.cpp | 206 if (losStatus[gu->myAllyTeam] & LOS_INLOS) { in StartBuild()
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H A D | Builder.cpp | 812 if ((!silent || inBuildStance) && losStatus[gu->myAllyTeam] & LOS_INLOS) { in ScriptStartBuilding()
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/dports/games/spring/spring_98.0/rts/Sim/Units/CommandAI/ |
H A D | BuilderCAI.cpp | 1481 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()
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H A D | TransportCAI.cpp | 917 if (unit->losStatus[owner->allyteam] & (LOS_INRADAR | LOS_INLOS)) { in FindUnitToTransport()
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H A D | MobileCAI.cpp | 847 …const float3 errPos = ((orderTarget->losStatus[owner->allyteam] & LOS_INLOS)? ZeroVector: owner->p… in ExecuteAttack()
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H A D | CommandAI.cpp | 1635 …if ((target->losStatus[owner->allyteam] & LOS_INLOS) && target->IsStunned() && HasMoreMoveCommands… in SkipParalyzeTarget()
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/dports/games/spring/spring_98.0/rts/Sim/Weapons/ |
H A D | Weapon.cpp | 452 …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()
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/dports/games/spring/spring_98.0/rts/Lua/ |
H A D | LuaSyncedRead.cpp | 382 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()
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H A D | LuaUnsyncedRead.cpp | 249 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()
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/dports/games/spring/spring_98.0/rts/Sim/Units/Scripts/ |
H A D | UnitScript.cpp | 1137 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()
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/dports/games/spring/spring_98.0/rts/Rendering/Env/Decals/ |
H A D | GroundDecalHandler.cpp | 460 if ((decalOwnerUnit->losStatus[gu->myAllyTeam] & LOS_INLOS) != 0) { in GatherDecalsForType() 858 if (!((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectatingFullView)) in AddDecalAndTrack()
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/dports/games/spring/spring_98.0/rts/Rendering/Env/ |
H A D | DynWater.cpp | 1138 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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