VONRGIFXJZBRS3UOW7Y6RJT6F6N42AGHO76N3YLNJ36WLWOLMH4AC Microsoft Visual Studio Solution File, Format Version 12.00# XCOM ModBuddy Solution File, Format Version 11.00VisualStudioVersion = 12.0.21005.1MinimumVisualStudioVersion = 10.0.40219.1Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{76D0189F-8B56-4AA6-8F58-03BA78547981}"EndProjectGlobalGlobalSection(SolutionConfigurationPlatforms) = preSolutionDebug|XCOM 2 = Debug|XCOM 2Default|XCOM 2 = Default|XCOM 2EndGlobalSectionGlobalSection(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 2EndGlobalSectionGlobalSection(SolutionProperties) = preSolutionHideSolutionNode = FALSEEndGlobalSectionEndGlobal
Microsoft Visual Studio Solution File, Format Version 12.00# XCOM ModBuddy Solution File, Format Version 11.00VisualStudioVersion = 12.0.21005.1MinimumVisualStudioVersion = 10.0.40219.1Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{21EA31C0-1B9A-4041-BBC2-F25711E99502}"EndProjectGlobalGlobalSection(SolutionConfigurationPlatforms) = preSolutionDebug|XCOM 2 = Debug|XCOM 2Default|XCOM 2 = Default|XCOM 2EndGlobalSectionGlobalSection(ProjectConfigurationPlatforms) = postSolution{21EA31C0-1B9A-4041-BBC2-F25711E99502}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2{21EA31C0-1B9A-4041-BBC2-F25711E99502}.Debug|XCOM 2.Build.0 = Debug|XCOM 2{21EA31C0-1B9A-4041-BBC2-F25711E99502}.Default|XCOM 2.ActiveCfg = Default|XCOM 2{21EA31C0-1B9A-4041-BBC2-F25711E99502}.Default|XCOM 2.Build.0 = Default|XCOM 2EndGlobalSectionGlobalSection(SolutionProperties) = preSolutionHideSolutionNode = FALSEEndGlobalSectionEndGlobal
if (HitsAreCrits && Result == eHit_Success)Result = eHit_Crit;
// Start Issue #1300/// HL-Docs: ref:Bugfixes; issue:1300/// Code block moved to be right after aim assist logic, so that if a miss is converted to a hit by aim assist, the ability will still crit if it is set up to always crit on hit.//if (HitsAreCrits && Result == eHit_Success)// Result = eHit_Crit;// End Issue #1300
// 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.
// Start Issue #1298/// HL-Docs: ref:Bugfixes; issue:1298/// Add 100 crit chance to guaranteed crit abilities for the purposes of UI.if (bHitsAreCrits){// call the super version to bypass our check to ignore crit chance mods for guaranteed critssuper.AddModifier(100, AbilityTemplate.LocFriendlyName, m_ShotBreakdown, eHit_Crit, bDebugLog);}// End Issue #1298// 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.
// 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
// 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
AddModifier(-TargetState.GetCurrentStat(eStat_Defense), class'XLocalizedData'.default.DefenseStat, m_ShotBreakdown, eHit_Success, bDebugLog);
// Start Issue #1295// Add separate entries for different sources of Defense on the target unit rather than one entry with all sources of Defense rolled into it.//AddModifier(-TargetState.GetCurrentStat(eStat_Defense), class'XLocalizedData'.default.DefenseStat, m_ShotBreakdown, eHit_Success, bDebugLog);AddModifier(-TargetState.GetBaseStat(eStat_Defense), class'XLocalizedData'.default.DefenseStat, m_ShotBreakdown, eHit_Success, bDebugLog);/// HL-Docs: ref:GetStatModifiersFixedTargetState.GetStatModifiersFixed(eStat_Defense, StatMods, StatModValues);for (i = 0; i < StatMods.Length; ++i){AddModifier(-int(StatModValues[i]), StatMods[i].GetX2Effect().FriendlyName, m_ShotBreakdown, eHit_Success, bDebugLog);}// End Issue #1295
// Start Issue #1271/// HL-Docs: feature:GetAdditionalHitModifiers; issue:1271; tags:tactical/// This feature adds a method that can be used by subclasses to apply/// additional hit modifiers without having to override and copy paste/// the entire `GetHitChance()` function.GetAdditionalHitModifiers_CH(kAbility, kTarget, m_ShotBreakdown, bDebugLog);// End Issue #1271
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