| 2290 | } |
| 2291 | |
| 2292 | float EntityAI::VisibleMovement() const |
| 2293 | { |
| 2294 | float camouflage = GetType()->_camouflage; |
| 2295 | float vis = camouflage; |
| 2296 | |
| 2297 | saturateMax(vis, _shootVisible); // firing target is better visible |
| 2298 | float rSpeed = fabs(ModelSpeed().Z()) * 3; |
| 2299 | if (rSpeed > vis * GetRadius()) |
| 2300 | { // moving target is better visible |
| 2301 | float relSpeed = rSpeed / GetRadius(); |
| 2302 | saturateMin(relSpeed, 8); |
| 2303 | saturateMax(vis, relSpeed * camouflage); |
| 2304 | } |
| 2305 | return vis; |
| 2306 | } |
| 2307 | |
| 2308 | float EntityAI::VisibleLights() const |
| 2309 | { |
no test coverage detected