void CThreatMap::AddEnemyUnit(const CEnemyUnit* e) { CCircuitDef* cdef = e->GetCircuitDef(); if (cdef == nullptr) { AddEnemyUnitAll(e); return; } if (cdef->HasAntiAir()) { AddEnemyAir(e); } if (cdef->HasAntiLand() || cdef->HasAntiWater()) { AddEnemyAmph(e); } AddDecloaker(e); }
void CThreatMap::AddEnemyUnit(const CEnemyUnit* e, const float scale) { CCircuitDef* cdef = e->GetCircuitDef(); if (cdef == nullptr) { AddEnemyUnitAll(e, scale); return; } if (cdef->IsAntiAir()) { AddEnemyUnit(e, airThreat, scale); } if (cdef->IsAntiLand()) { AddEnemyUnit(e, landThreat, scale); } if (cdef->IsAntiWater()) { AddEnemyUnit(e, waterThreat, scale); } AddDecloaker(e, scale); }