private Unit_Passable tile_unit_passability(Game_Unit unit, Vector2 loc, Game_Unit unit_here) { if (unit.is_passable_team(unit_here)) { return(Unit_Passable.PassableAlly); } else { if (FullMoveThroughEnemies) { return(Unit_Passable.PassableFullMoveEnemy); } else if (unit.can_pass_enemies()) { return(Unit_Passable.PassableAlly); } if (IgnoreUnits) { return(Unit_Passable.PassableEnemy); } return(Unit_Passable.Blocked); } }