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Searched refs:is_fogged (Results 1 – 8 of 8) sorted by relevance

/dports/games/tanks-of-freedom/Tanks-of-Freedom-0.7.0-beta/scripts/
H A Daction_map.gd37 if self.bag.fog_controller.is_fogged(neighbour.position):
56 if self.bag.fog_controller.is_fogged(tile):
66 if self.bag.fog_controller.is_fogged(neighbour.position):
H A Dfog_controller.gd20 func is_fogged(tile):
H A Dcamera.gd113 if not self.camera_follow && self.bag.fog_controller.is_fogged(target):
/dports/games/wesnoth/wesnoth-1.14.17/data/lua/wml/
H A Danimate_unit.lua21 if unit and not wesnoth.is_fogged(wesnoth.current.side, unit.x, unit.y) then
/dports/games/wesnoth/wesnoth-1.14.17/src/map/
H A Dlabel.cpp41 inline bool is_fogged(const display* disp, const map_location& loc) in is_fogged() function
600 if(!visible_in_fog_ && is_fogged(disp, loc_)) { in hidden()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/graphics/
H A Dmaterial.cpp671 bool model_material::is_fogged() const in is_fogged() function in model_material
710 if ( is_fogged() ) { in get_shader_flags()
H A Dmaterial.h260 bool is_fogged() const;
/dports/games/tanks-of-freedom/Tanks-of-Freedom-0.7.0-beta/scripts/controllers/
H A Daction_controller.gd434 …if buildings[building_pos].bonus_ap > 0 && not self.root_node.bag.fog_controller.is_fogged(buildin…