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That's not how fixed math works, idiot
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@ -14792,7 +14792,7 @@ fixed_t K_GetExpAdjustment(player_t *player)
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// ...then take all of the XP you could possibly have earned,
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// and lose it proportional to the stable rate. If you're below
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// the stable threshold, this results in you losing XP.
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result -= exp_power * FixedInt(FixedMul(live_players*FRACUNIT, FRACUNIT - exp_stablerate));
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result -= FixedMul(exp_power, FixedMul(live_players*FRACUNIT, FRACUNIT - exp_stablerate));
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return result;
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}
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