use target tile floor for peek floor to avoid issues peeking over non-walkable surfaces

rohan
Sep 16, 2022, 8:08 AM
VPPB2AXMD5BAGRCHRJTQ7XREIIMZ7Y2RHWYYSHEEETCCOIB72GZQC

Dependencies

  • [2] ZC7RMRAE simpler no-line-of-sight which also accounts for existing cover, higher resolution far cover
  • [3] 6GNTEDE4 use real LOS functions to determine Far Cover (automatically accounts for roof edge protection)
  • [4] JSCVVDFD remove commented code and excess tabs
  • [5] X4IR7ZAH baseline from krumiro's [WotC] RW Realistic Aiming Angles
  • [6] UA2L2WYU use correct config file
  • [7] WVILZZOZ far cover correctly accounts for standard cover

Change contents

  • edit in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 773
    [2.897]
    [2.897]
    Floor = LosVec.Z;
  • replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 775
    [2.962][2.962:1047]()
    Floor = LosVec.Z;
    for (i = 16; i<TargetState.UnitHeight * 64; i += 16)
    [2.962]
    [3.7955]
    for (i = 16; i < TargetState.UnitHeight * 64; i += 16)
  • replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 801
    [3.2253][3.2253:2307]()
    LosTile.Z = `XWORLD.GetFloorTileZ(TargetTile);
    [3.2253]
    [2.1752]
    LosTile.Z = Floor; // not based on peek tile as that can be on a different level
  • replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 803
    [2.1817][2.1817:1900]()
    Floor = LosVec.Z;
    for (i=16; i<TargetState.UnitHeight * 64; i += 16)
    [2.1817]
    [3.1240]
    for (i = 16; i < TargetState.UnitHeight * 64; i += 16)