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Significantly more active Speed Assist in teamplay
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parent
121ac80b43
commit
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1 changed files with 15 additions and 1 deletions
16
src/k_kart.c
16
src/k_kart.c
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@ -10510,12 +10510,18 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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UINT8 counted = 0;
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UINT32 firstRaw = 0;
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// We want the average position of the back quarter...
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UINT32 requiredPosition = ((D_NumPlayersInRace()*3)/4) - 1;
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// ...except in teamplay, where we want the true average.
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if (g_teamplay)
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requiredPosition = 1;
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for (UINT8 i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] == false || players[i].spectator == true || players[i].exiting)
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continue;
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if (players[i].position != 1 && players[i].position >= ((D_NumPlayersInRace()*3)/4) - 1) // Not in 1st, but also back quarter of the average (-1 guy, for leeway)
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if (players[i].position != 1 && players[i].position >= requiredPosition)
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{
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counted++;
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average += K_UndoMapScaling(players[i].distancetofinish);
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@ -10537,6 +10543,14 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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UINT32 TOO_CLOSE = average + 6500; // Start gaining here, lose if closer
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UINT32 WAY_TOO_CLOSE = average + 5500; // Lose at max rate here
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if (K_TeamComebackMultiplier(player) > FRACUNIT)
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{
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fixed_t comeback = K_TeamComebackMultiplier(player);
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REALLY_FAR = FixedDiv(REALLY_FAR, comeback);
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TOO_CLOSE = FixedDiv(TOO_CLOSE, comeback);
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WAY_TOO_CLOSE = FixedDiv(WAY_TOO_CLOSE, comeback);
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}
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fixed_t MAX_GAIN_PER_SEC = FRACUNIT/20; // % assist to gain per sec when REALLY_FAR
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fixed_t MAX_LOSS_PER_SEC = FRACUNIT/5; // % assist to lose per sec when WAY_TOO_CLOSE
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