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	<id>https://eternity.youfailit.net/index.php?action=history&amp;feed=atom&amp;title=JumpIfTargetInLOS</id>
	<title>JumpIfTargetInLOS - Revision history</title>
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	<updated>2026-08-17T21:51:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://eternity.youfailit.net/index.php?title=JumpIfTargetInLOS&amp;diff=3209&amp;oldid=prev</id>
		<title>Printz: Created page with &quot;&#039;&#039;&#039;JumpIfTargetInLOS&#039;&#039;&#039;(&#039;&#039;statenum&#039;&#039;, &#039;&#039;fov&#039;&#039;, &#039;&#039;proj_target&#039;&#039;)  This function can be called from a map object or player weapon frame.  *If called from the player weapon, it will...&quot;</title>
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		<updated>2012-03-04T12:03:36Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;JumpIfTargetInLOS&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;statenum&amp;#039;&amp;#039;, &amp;#039;&amp;#039;fov&amp;#039;&amp;#039;, &amp;#039;&amp;#039;proj_target&amp;#039;&amp;#039;)  This function can be called from a map object or player weapon frame.  *If called from the player weapon, it will...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;JumpIfTargetInLOS&amp;#039;&amp;#039;&amp;#039;(&amp;#039;&amp;#039;statenum&amp;#039;&amp;#039;, &amp;#039;&amp;#039;fov&amp;#039;&amp;#039;, &amp;#039;&amp;#039;proj_target&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
This function can be called from a map object or player weapon frame.&lt;br /&gt;
&lt;br /&gt;
*If called from the player weapon, it will check if there is an autoaim target in sight (in the crosshair). If there is one, the player weapon frame will jump to &amp;#039;&amp;#039;statenum&amp;#039;&amp;#039;. The other two arguments aren&amp;#039;t used.&lt;br /&gt;
&lt;br /&gt;
*For map objects (monsters, projectiles etc.), it will check if their current target is within sight and jump to &amp;#039;&amp;#039;statenum&amp;#039;&amp;#039; if so.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;fov&amp;#039;&amp;#039; specifies the total horizontal angle spread that the target may be seen in. If it&amp;#039;s 0, it will be solely checked based on regular sight checks. In any case, specific details such as reject map test must pass.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;proj_target&amp;#039;&amp;#039; is useful only for seeker missiles. If nonzero, the calling object will check if its homing destination is in sight, not the originator.&lt;br /&gt;
&lt;br /&gt;
[[Category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Printz</name></author>
	</entry>
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