use target tile floor for peek floor to avoid issues peeking over non-walkable surfaces
Dependencies
- [2]
ZC7RMRAEsimpler no-line-of-sight which also accounts for existing cover, higher resolution far cover - [3]
6GNTEDE4use real LOS functions to determine Far Cover (automatically accounts for roof edge protection) - [4]
JSCVVDFDremove commented code and excess tabs - [5]
X4IR7ZAHbaseline from krumiro's [WotC] RW Realistic Aiming Angles - [6]
UA2L2WYUuse correct config file - [7]
WVILZZOZfar cover correctly accounts for standard cover
Change contents
- edit in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 773
Floor = LosVec.Z; - replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 775
Floor = LosVec.Z;for (i = 16; i<TargetState.UnitHeight * 64; i += 16)for (i = 16; i < TargetState.UnitHeight * 64; i += 16) - replacement in RWRealisticAimingAnglesHL/Src/RWRealisticAimingAnglesHL/Classes/Override_X2AbilityToHitCalc_StandardAim.uc at line 801
LosTile.Z = `XWORLD.GetFloorTileZ(TargetTile);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
Floor = LosVec.Z;for (i=16; i<TargetState.UnitHeight * 64; i += 16)for (i = 16; i < TargetState.UnitHeight * 64; i += 16)