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- //Need to add ETeam one and two to possible enemies
- function UpdateSightRange()
- {
- local array<XComGameState_Unit> XComList;
- local XComGameState_Unit EnemyState;
- local float VisRadius;
- VisRadius = UnitState.GetVisibilityRadius();
- m_fSightRangeSq = Square(`METERSTOUNITS(VisRadius+3));// Added 3m sight range buffer.
- bSameVisibilityRangeAsEnemies = true;
- if ( UnitState.GetTeam() == eTeam_Alien )
- {
- GetAllKnownEnemyStates(XComList);
- foreach XComList(EnemyState)
- {
- if( (EnemyState.GetTeam() == eTeam_XCom || EnemyState.GetTeam() == eTeam_Resistance ||
- EnemyState.GetTeam() == eTeam_One || EnemyState.GetTeam() == eTeam_Two) &&
- VisRadius != EnemyState.GetVisibilityRadius() )
- {
- bSameVisibilityRangeAsEnemies = false;
- break;
- }
- }
- }
- }
- //A small fix that I thought everyone would appreciate since we have raider factions and resistance now. This fixes the check for flanking.
- function bool HasKnowledgeOfXCom()
- {
- local array<XComGameState_Unit> KnownEnemies;
- local XComGameState_Unit EnemyState;
- GetAllKnownEnemyStates(KnownEnemies);
- foreach KnownEnemies(EnemyState)
- {
- if (EnemyState.GetTeam() != eTeam_TheLost || EnemyState.GetTeam() != eTeam_Neutral)
- {
- return true;
- }
- }
- return false;
- }
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