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Earlier, more common sneakers
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1 changed files with 35 additions and 26 deletions
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@ -80,35 +80,35 @@
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static UINT32 K_DynamicItemOddsRace[NUMKARTRESULTS-1][2] =
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static UINT32 K_DynamicItemOddsRace[NUMKARTRESULTS-1][2] =
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{
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{
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// distance, duplication tolerance
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// distance, duplication tolerance
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{43, 9}, // sneaker
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{22, 14}, // sneaker
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{73, 12}, // rocketsneaker
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{63, 12}, // rocketsneaker
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{70, 19}, // invincibility
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{60, 19}, // invincibility
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{18, 6}, // banana
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{8, 6}, // banana
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{17, 3}, // eggmark
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{7, 3}, // eggmark
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{21, 14}, // orbinaut
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{11, 14}, // orbinaut
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{26, 7}, // jawz
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{16, 7}, // jawz
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{29, 8}, // mine
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{19, 8}, // mine
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{10, 3}, // landmine
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{1, 3}, // landmine
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{35, 4}, // ballhog
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{25, 4}, // ballhog
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{68, 6}, // selfpropelledbomb
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{58, 6}, // selfpropelledbomb
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{65, 7}, // grow
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{55, 7}, // grow
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{71, 8}, // shrink
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{61, 8}, // shrink
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{10, 1}, // lightningshield
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{1, 1}, // lightningshield
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{30, 4}, // bubbleshield
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{25, 4}, // bubbleshield
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{76, 9}, // flameshield
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{66, 9}, // flameshield
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{10, 3}, // hyudoro
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{1, 3}, // hyudoro
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{0, 0}, // pogospring
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{0, 0}, // pogospring
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{17, 4}, // superring
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{7, 4}, // superring
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{0, 0}, // kitchensink
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{0, 0}, // kitchensink
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{10, 3}, // droptarget
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{1, 3}, // droptarget
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{53, 5}, // gardentop
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{43, 5}, // gardentop
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{0, 0}, // gachabom
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{0, 0}, // gachabom
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{44, 9}, // dualsneaker
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{32, 14}, // dualsneaker
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{58, 12}, // triplesneaker
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{42, 14}, // triplesneaker
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{25, 2}, // triplebanana
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{15, 2}, // triplebanana
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{30, 1}, // tripleorbinaut
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{25, 1}, // tripleorbinaut
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{40, 2}, // quadorbinaut
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{35, 2}, // quadorbinaut
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{40, 4}, // dualjawz
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{30, 4}, // dualjawz
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{0, 0}, // triplegachabom
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{0, 0}, // triplegachabom
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};
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};
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@ -1509,6 +1509,15 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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// If you're far from an attacker but close to a defender, that Ballhog is still useful!
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// If you're far from an attacker but close to a defender, that Ballhog is still useful!
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loneliness += min(FRACUNIT/2, FRACUNIT * toAttacker / lonelinessThreshold / 2);
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loneliness += min(FRACUNIT/2, FRACUNIT * toAttacker / lonelinessThreshold / 2);
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loneliness += min(FRACUNIT/2, FRACUNIT * toDefender / lonelinessThreshold / 2);
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loneliness += min(FRACUNIT/2, FRACUNIT * toDefender / lonelinessThreshold / 2);
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// Give interaction items a nudge against initial selection if you're lonely..
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for (i = 1; i < NUMKARTRESULTS; i++)
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{
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if (K_IsItemUselessAlone(i))
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{
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deltas[i] = Easing_InCubic(loneliness, deltas[i], deltas[i] + DISTVAR);
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}
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}
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}
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}
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// == INTRODUCE TRYHARD-EATING PREDATOR
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// == INTRODUCE TRYHARD-EATING PREDATOR
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