align cover reduction for big target to the new higher resolution cover check
Dependencies
- [2]
6BFPFEMCcorrectly scale far cover for oversize targets - [3]
ZC7RMRAEsimpler no-line-of-sight which also accounts for existing cover, higher resolution far cover - [4]
6GNTEDE4use real LOS functions to determine Far Cover (automatically accounts for roof edge protection) - [5]
VHVL5HH4simplify far cover by starting at only the peek tile - [6]
UA2L2WYUuse correct config file - [*]
X4IR7ZAHbaseline from krumiro's [WotC] RW Realistic Aiming Angles
Change contents
- edit in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 817
}// Big things are easy to hit even if partially coveredif (TargetState.UnitHeight > 2){FarCover = Max(0, FarCover - (TargetState.UnitHeight - 2) * 2); - replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 826
// Scale far cover to high coverFarCoverBonus = FarCover * HIGH_COVER_BONUS / 14; // 14 is the maximum considered ray// Big things are easy to hit even if partially coveredif (TargetState.UnitHeight > 2){`log("FarCover base:"@FarCover, true, 'XCom_HitRolls');FarCover = Max(0, FarCover - (TargetState.UnitHeight - 2) * 8);`log("FarCover after big target factor:"@FarCover, true, 'XCom_HitRolls');}// Scale far cover to high cover against possible tile blocks for a human sized targetFarCoverBonus = FarCover * HIGH_COVER_BONUS / 14;