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Sep 14th, 2019
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  1. //Need to add ETeam one and two to possible enemies
  2. function UpdateSightRange()
  3. {
  4.     local array<XComGameState_Unit> XComList;
  5.     local XComGameState_Unit EnemyState;
  6.     local float VisRadius;
  7.     VisRadius = UnitState.GetVisibilityRadius();
  8.     m_fSightRangeSq = Square(`METERSTOUNITS(VisRadius+3));// Added 3m sight range buffer.
  9.  
  10.    bSameVisibilityRangeAsEnemies = true;
  11.    if ( UnitState.GetTeam() == eTeam_Alien )
  12.    {
  13.        GetAllKnownEnemyStates(XComList);
  14.        foreach XComList(EnemyState)
  15.        {
  16.            if( (EnemyState.GetTeam() == eTeam_XCom || EnemyState.GetTeam() == eTeam_Resistance ||
  17.             EnemyState.GetTeam() == eTeam_One || EnemyState.GetTeam() == eTeam_Two) &&
  18.             VisRadius != EnemyState.GetVisibilityRadius() )
  19.            {
  20.                bSameVisibilityRangeAsEnemies = false;
  21.                break;
  22.            }
  23.        }
  24.    }
  25. }
  26.  
  27. //A small fix that I thought everyone would appreciate since we have raider factions and resistance now. This fixes the check for flanking.
  28. function bool HasKnowledgeOfXCom()
  29. {
  30.     local array<XComGameState_Unit> KnownEnemies;
  31.     local XComGameState_Unit EnemyState;
  32.     GetAllKnownEnemyStates(KnownEnemies);
  33.     foreach KnownEnemies(EnemyState)
  34.     {
  35.         if (EnemyState.GetTeam() != eTeam_TheLost || EnemyState.GetTeam() != eTeam_Neutral)
  36.         {
  37.             return true;
  38.         }
  39.     }
  40.     return false;
  41. }
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