Searched refs:is_fogged (Results 1 – 8 of 8) sorted by relevance
37 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):
20 func is_fogged(tile):
113 if not self.camera_follow && self.bag.fog_controller.is_fogged(target):
21 if unit and not wesnoth.is_fogged(wesnoth.current.side, unit.x, unit.y) then
41 inline bool is_fogged(const display* disp, const map_location& loc) in is_fogged() function600 if(!visible_in_fog_ && is_fogged(disp, loc_)) { in hidden()
671 bool model_material::is_fogged() const in is_fogged() function in model_material710 if ( is_fogged() ) { in get_shader_flags()
260 bool is_fogged() const;
434 …if buildings[building_pos].bonus_ap > 0 && not self.root_node.bag.fog_controller.is_fogged(buildin…