Changeset 178 for trunk/src/game/Unit.h
- Timestamp:
- 11/19/08 13:43:40 (17 years ago)
- Files:
-
- 1 modified
Legend:
- Unmodified
- Added
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trunk/src/game/Unit.h
r174 r178 438 438 VISIBILITY_ON = 1, 439 439 VISIBILITY_GROUP_STEALTH = 2, // detect chance, seen and can see group members 440 VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead)441 VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break440 //VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead) 441 //VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break 442 442 VISIBILITY_RESPAWN = 5 // special totally not detectable visibility for force delete object at respawn command 443 443 }; … … 1136 1136 1137 1137 // common function for visibility checks for player/creatures with detection code 1138 virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) const; 1138 1139 bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const; 1139 1140 bool canDetectInvisibilityOf(Unit const* u) const; 1141 bool canDetectStealthOf(Unit const* u, float distance) const; 1140 1142 1141 1143 // virtual functions for all world objects types 1142 1144 bool isVisibleForInState(Player const* u, bool inVisibleList) const; 1143 1145 // function for low level grid visibility checks in player/creature cases 1144 virtual bool IsVisibleInGridForPlayer(Player * pl) const = 0;1146 virtual bool IsVisibleInGridForPlayer(Player const* pl) const = 0; 1145 1147 1146 1148 bool waterbreath;