32 #define TEAM_ALL 0xFFFFFFFF
53 #define VT_PERISHCHK 1
55 #define VT_NOFRUSTUM 2
61 #define ACTOR_VIS_100 1.0f
62 #define ACTOR_VIS_50 0.5f
63 #define ACTOR_VIS_10 0.1f
64 #define ACTOR_VIS_0 0.0f
void G_VisFlagsReset(Edict &ent)
int G_CheckVisTeamAll(const int team, const vischeckflags_t visFlags, const Edict *ent)
Do G_CheckVisTeam for all entities ent is the one that is looking at the others.
void G_CheckVisPlayer(Player &player, const vischeckflags_t visFlags)
Sets visible edict on player spawn.
bool G_Vis(const int team, const Edict *from, const Edict *check, const vischeckflags_t flags)
test if check is visible by from
bool G_FrustumVis(const Edict *from, const vec3_t point)
Checks whether a point is "visible" from the edicts position.
void G_VisFlagsSwap(Edict &ent, teammask_t teamMask)
void G_VisFlagsAdd(Edict &ent, teammask_t teamMask)
int G_TestVis(const int team, Edict *check, const vischeckflags_t flags)
test if check is visible by team (or if visibility changed?)
void G_CheckVis(Edict *check, const vischeckflags_t visFlags=VT_PERISHCHK)
Check if the edict appears/perishes for the other teams. If they appear for other teams...
int G_VisCheckDist(const Edict *const ent)
bool G_SmokeVis(const vec3_t from, const Edict *check)
tests for smoke interference
float G_ActorVis(const Edict *ent, const Edict *check, bool full)
calculate how much check is "visible" by ent
Local definitions for game module.
void G_VisFlagsClear(int team)
Reset the visflags for all edicts in the global list for the given team - and only for the given team...
unsigned int vischeckflags_t
void G_VisMakeEverythingVisible(void)
Make everything visible to anyone who can't already see it.