# Point Is Visible For Player
Grammar — point is visible for Player player
Flags —Native
|Function
Returns true if the point is visible (by being within a unit’s line of sight or by being revealed) for the specified player.
# Arguments
int
— Playerpoint
— Point
Returns — bool
native bool VisIsVisibleForPlayer(int player, point inPos);
# Related
Category: Visibility / Basic
- [F] —
void
— Reveal Area — ( VisRevealArea ) - [F] —
void
— Explore/Unexplore Area — ( VisExploreArea ) - [F] —
void
— Fill Area Visibility — ( VisFillArea ) - [F] —
void
— Enable/Disable Visibility — ( VisEnable ) - [F] —
void
— Show/Hide Placement Models — ( libNtve_gf_ShowHidePlacementModels ) - [F] —
fixed
— Get Fog of War Alpha — ( VisGetFoWAlpha ) - [F] —
void
— Set Fog of War Alpha — ( VisSetFoWAlpha ) - [F] —
void
— Reset Fog of War Alpha — ( VisResetFoWAlpha ) - [F] —
bool
— Visibility Is Enabled — ( VisIsEnabled ) - [F] —
bool
— Point Is Visible For Player — ( VisIsVisibleForPlayer )
# Examples
# campaigns/swarm.sc2campaign
// L1655
VisIsVisibleForPlayer(gv_pLAYER_01_USER, UnitGetPosition(autoA9E1CE21_var))
// L1158
VisIsVisibleForPlayer(gv_PLAYER_01_USER, UnitGetPosition(auto40B40B33_var))
// L3661
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2894
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L1655
VisIsVisibleForPlayer(gv_pLAYER_01_USER, UnitGetPosition(autoA9E1CE21_var))
// L1158
VisIsVisibleForPlayer(gv_PLAYER_01_USER, UnitGetPosition(auto40B40B33_var))
// L3661
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2894
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L5628
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L5667
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L5702
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L7374
VisIsVisibleForPlayer(gv_pLAYER_01_USER, RegionGetCenter(RegionFromId(13)))
// L7733
VisIsVisibleForPlayer(gv_pLAYER_01_USER, RegionGetCenter(RegionFromId(30)))
// L3301
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3309
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3317
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L4072
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2926
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2988
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3049
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L646
VisIsVisibleForPlayer(gv_pLAYER_01_USER, UnitGetPosition(lp_construct))
// L5628
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L5667
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L5702
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L7374
VisIsVisibleForPlayer(gv_pLAYER_01_USER, RegionGetCenter(RegionFromId(13)))
// L7733
VisIsVisibleForPlayer(gv_pLAYER_01_USER, RegionGetCenter(RegionFromId(30)))
// L3301
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3309
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3317
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L4072
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2926
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L2988
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L3049
VisIsVisibleForPlayer(gv_pLAYER_01_USER, CameraGetTarget(gv_pLAYER_01_USER))
// L646
VisIsVisibleForPlayer(gv_pLAYER_01_USER, UnitGetPosition(lp_construct))
# campaigns/voidstory.sc2campaign
— VoidCampaignMissionLib.galaxy
// L4619
VisIsVisibleForPlayer(1, lv_targetPoint)
# mods/heroesbrawlmods/brawlmapmods/coop/deadmansstand.stormmod
// L1425
VisIsVisibleForPlayer(libCore_gv_cOMPUTER_TeamOrder, lv_pingPos)
// L1433
VisIsVisibleForPlayer(libCore_gv_cOMPUTER_TeamOrder, lv_pingPos)
// L5544
VisIsVisibleForPlayer(libStEx_gv_pLAYER_11_ORDER, lv_explorationPoints[lv_regionIndex])
// L11475
VisIsVisibleForPlayer(libStEx_gv_pLAYER_11_ORDER, lv_explorationPoints[lv_regionIndex])
// L11571
VisIsVisibleForPlayer(libStEx_gv_pLAYER_11_ORDER, lv_explorationPoints[lv_regionIndex])
# mods/heroesdata.stormmod
// L21655
VisIsVisibleForPlayer(lv_enemyTeam, lv_effectPoint)
# mods/liberty.sc2mod
// L188
VisIsVisibleForPlayer(lp_player, lp_pingTargetPosition)
# mods/novastoryassets.sc2mod
// L7577
VisIsVisibleForPlayer(gv_pLAYER_05_DEFENDERS, UnitGetPosition(gv_nova))
// L7585
VisIsVisibleForPlayer(gv_pLAYER_05_DEFENDERS, UnitGetPosition(lv_closestEnemyTargetUnit))
// L7577
VisIsVisibleForPlayer(gv_pLAYER_05_DEFENDERS, UnitGetPosition(gv_nova))
// L7585
VisIsVisibleForPlayer(gv_pLAYER_05_DEFENDERS, UnitGetPosition(lv_closestEnemyTargetUnit))
# mods/starcoop/starcoop.sc2mod
// L29023
VisIsVisibleForPlayer(lv_casterPlayer, lv_targetPoint)
# mods/starcoop/starcoop.sc2mod
// L1721
VisIsVisibleForPlayer(1, lv_orderLocation)
// L6949
VisIsVisibleForPlayer(1, lv_spawnPoint)
// L7167
VisIsVisibleForPlayer(1, lv_spawnPoint)
// L10863
VisIsVisibleForPlayer(1, lv_spawnPoint)
// L10933
VisIsVisibleForPlayer(1, lv_spawnPoint)