Searched refs:auto_shroud_updates (Results 1 – 13 of 13) sorted by relevance
238 && viewing_team().auto_shroud_updates() == false; in can_execute_command()
536 return viewing_team().auto_shroud_updates() ? hotkey::ACTION_OFF : hotkey::ACTION_ON; in get_action_state()
452 if ( tm.auto_shroud_updates() || !tm.fog_or_shroud() ) { in apply_shroud_changes()
367 , current_uses_fog_(current_team_->fog_or_shroud() && current_team_->auto_shroud_updates()) in unit_mover()816 current_team_->auto_shroud_updates() ); in post_wml()
469 if ( can_delay && !viewing_team.auto_shroud_updates() && in clear_unit()
688 if ( !wml_triggered && current_team.auto_shroud_updates() ) // To preserve current WML behavior. in place_recruit()
130 if(!current_team().auto_shroud_updates()) { in play_human_turn()
544 if ( !cur_team.auto_shroud_updates() ) { in play_ai_turn()
335 bool auto_shroud_updates() const { return auto_shroud_updates_; } in auto_shroud_updates() function in team
389 if(current_team.auto_shroud_updates()) {
506 bool auto_shroud = current_team.auto_shroud_updates(); in toggle_shroud_updates()
360 if(resources::controller->current_team().auto_shroud_updates()) { in execute()
187 if(!resources::controller->current_team().auto_shroud_updates()) { in set_active()