474V3NXSW5URKWATA7XTMR2JMN23WHOJUMI3KDJNSWMYBMSP3ERQC // 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;