merge with Highlander 1.25

rohan
Oct 21, 2023, 4:02 AM
3RXFMSZAUMDHA6WJRCFCCZRX46362UV2UPMVYZO4Q6WMPF2DGZAQC

Dependencies

  • [2] ZJUAVDF3 readme
  • [3] X4IR7ZAH baseline from krumiro's [WotC] RW Realistic Aiming Angles
  • [4] JSCVVDFD remove commented code and excess tabs
  • [5] UA2L2WYU use correct config file
  • [6] MNK5JUZU fix up build

Change contents

  • replacement in RWRealisticAimingAnglesHL.XCOM_sln at line 1
    [3.1][2.1:1064]()
    
    Microsoft Visual Studio Solution File, Format Version 12.00
    # XCOM ModBuddy Solution File, Format Version 11.00
    VisualStudioVersion = 12.0.21005.1
    MinimumVisualStudioVersion = 10.0.40219.1
    Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{879E6729-0938-448E-8178-186065F0E949}"
    EndProject
    Global
    GlobalSection(SolutionConfigurationPlatforms) = preSolution
    Debug|XCOM 2 = Debug|XCOM 2
    Default|XCOM 2 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(ProjectConfigurationPlatforms) = postSolution
    {879E6729-0938-448E-8178-186065F0E949}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Debug|XCOM 2.Build.0 = Debug|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Default|XCOM 2.ActiveCfg = Default|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Default|XCOM 2.Build.0 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(SolutionProperties) = preSolution
    HideSolutionNode = FALSE
    EndGlobalSection
    EndGlobal
    [3.1]
    
    Microsoft Visual Studio Solution File, Format Version 12.00
    # XCOM ModBuddy Solution File, Format Version 11.00
    VisualStudioVersion = 12.0.21005.1
    MinimumVisualStudioVersion = 10.0.40219.1
    Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{76D0189F-8B56-4AA6-8F58-03BA78547981}"
    EndProject
    Global
    GlobalSection(SolutionConfigurationPlatforms) = preSolution
    Debug|XCOM 2 = Debug|XCOM 2
    Default|XCOM 2 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(ProjectConfigurationPlatforms) = postSolution
    {76D0189F-8B56-4AA6-8F58-03BA78547981}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2
    {76D0189F-8B56-4AA6-8F58-03BA78547981}.Debug|XCOM 2.Build.0 = Debug|XCOM 2
    {76D0189F-8B56-4AA6-8F58-03BA78547981}.Default|XCOM 2.ActiveCfg = Default|XCOM 2
    {76D0189F-8B56-4AA6-8F58-03BA78547981}.Default|XCOM 2.Build.0 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(SolutionProperties) = preSolution
    HideSolutionNode = FALSE
    EndGlobalSection
    EndGlobal
  • replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 615
    [3.48588][3.48588:48796]()
    AddModifier(BuiltInHitMod, AbilityTemplate.LocFriendlyName, m_ShotBreakdown, eHit_Success, bDebugLog);
    AddModifier(BuiltInCritMod, AbilityTemplate.LocFriendlyName, m_ShotBreakdown, eHit_Crit, bDebugLog);
    [3.48588]
    [3.48796]
    // Issue #346: AddModifier(BuiltIn...Mod) block moved later in method.
    /// HL-Docs: ref:Bugfixes; issue:346
    /// Prevent `X2AbilityToHitCalc_StandardAim` from applying BuiltInHitMod and BuiltInCritMod against non-units.
  • edit in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 628
    [3.50386]
    [3.50386]
    // Start Issue #346: Block moved from earlier.
    AddModifier(BuiltInHitMod, AbilityTemplate.LocFriendlyName, m_ShotBreakdown, eHit_Success, bDebugLog);
    AddModifier(BuiltInCritMod, AbilityTemplate.LocFriendlyName, m_ShotBreakdown, eHit_Crit, bDebugLog);
    // End Issue #346