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Nudge some constants, startline startboost in TA
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6d020fca06
commit
0468f1f988
2 changed files with 19 additions and 4 deletions
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@ -14053,7 +14053,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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// 0 = stat not considered at all!
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// 0 = stat not considered at all!
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// UINT8 accelPower = 0;
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// UINT8 accelPower = 0;
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UINT8 speedPower = 1;
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UINT8 speedPower = 1;
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UINT8 weightPower = 4;
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UINT8 weightPower = 6;
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UINT8 total = speedPower*speed + weightPower*weight;
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UINT8 total = speedPower*speed + weightPower*weight;
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UINT8 maxtotal = speedPower*9 + weightPower*9;
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UINT8 maxtotal = speedPower*9 + weightPower*9;
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@ -14061,7 +14061,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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UINT32 baseaward = award;
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UINT32 baseaward = award;
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// Scale from base payout at 9/1 to max payout at 1/9.
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// Scale from base payout at 9/1 to max payout at 1/9.
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award += Easing_InCubic(FRACUNIT*total/maxtotal, 0, 7*baseaward/10);
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award += Easing_InCubic(FRACUNIT*total/maxtotal, 0, 9*baseaward/10);
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// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
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// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
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if (gametyperules & GTR_CIRCUIT)
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if (gametyperules & GTR_CIRCUIT)
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19
src/p_spec.c
19
src/p_spec.c
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@ -2055,8 +2055,23 @@ static void K_HandleLapIncrement(player_t *player)
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else
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else
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starthaste -= leniency;
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starthaste -= leniency;
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fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
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// fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
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K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
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// K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
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UINT8 baseboost = 125;
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player->startboost = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, baseboost, 0);
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if (player->startboost == baseboost)
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{
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K_SpawnDriftBoostExplosion(player, 4);
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K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
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}
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else
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{
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K_SpawnDriftBoostExplosion(player, 3);
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// K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
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}
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// And reset our time to 0.
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// And reset our time to 0.
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starttime = leveltime;
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starttime = leveltime;
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