Revision Difference
Entity:Visible#560039
<function name="Visible" parent="Entity" type="classfunc">
<description>
Returns whether the target/given entity is visible from the this entity.
This is meant to be used only with NPCs.
Differences from a simple trace include:
* If target has **FL_NOTARGET**, returns false⤶
* If **ai_ignoreplayers** is turned on and target is a player, returns false⤶
* Reacts to **ai_LOS_mode**:⤶
* * If 1, does a simple trace with **COLLISION_GROUP_NONE** and **MASK_BLOCKLOS**⤶
* * If not, does a trace with **MASK_BLOCKLOS_AND_NPCS** ( - **CONTENTS_BLOCKLOS** is target is player ) and a custom LOS filter ( **CTraceFilterLOS** )
* Returns true if hits a vehicle the target is driving
* If target has `FL_NOTARGET`, returns `false`⤶
* If `ai_ignoreplayers` is turned on and target is a player, returns `false`⤶
* Reacts to `ai_LOS_mode`:⤶
* * If `1`, does a simple trace with `COLLISION_GROUP_NONE` and `MASK_BLOCKLOS`⤶
* * If not, does a trace with `MASK_BLOCKLOS_AND_NPCS` (- `CONTENTS_BLOCKLOS` is target is player) and a custom LOS filter (`CTraceFilterLOS`)
* Returns `true` if hits a vehicle the target is driving
</description>
<realm>Server</realm>
<args>
<arg name="target" type="Entity">Entity to check for visibility to.</arg>
</args>
<rets>
<ret name="" type="boolean">If the entities can see each other.</ret>
</rets>
</function>