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Scale target power instead of distance values in large games (fixed weak item filter misfiring)
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1 changed files with 4 additions and 2 deletions
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@ -1389,7 +1389,9 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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// 5: Skim any items that are much weaker than the reel's average out of the roulette
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// 6: Cram it all in
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UINT32 targetpower = roulette->dist; // fill roulette with items around this value!
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fixed_t largegamescaler = FRACUNIT + (roulette->playing * (6*FRACUNIT/100)); // Spread out item odds in large games for a less insane experience.
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UINT32 targetpower = FixedInt(FixedDiv(roulette->dist*FRACUNIT, largegamescaler)); // fill roulette with items around this value!
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UINT32 powers[NUMKARTRESULTS]; // how strong is each item? think of this as a "target distance" for this item to spawn at
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UINT32 deltas[NUMKARTRESULTS]; // how different is that strength from target?
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UINT32 candidates[NUMKARTRESULTS]; // how many of this item should we try to insert?
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@ -1399,7 +1401,7 @@ void K_FillItemRouletteData(const player_t *player, itemroulette_t *const roulet
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boolean rival = (player->bot && (player->botvars.rival || cv_levelskull.value));
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boolean filterweakitems = true; // strip unusually weak items from reel?
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UINT8 reelsize = 15; // How many items to attempt to add in prepass?
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UINT32 humanscaler = 250 + (roulette->playing * 15); // Scaler that converts "useodds" style distances in odds tables to raw distances.
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UINT32 humanscaler = 250; // Scaler that converts "useodds" style distances in odds tables to raw distances. Affects general item distance scale.
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// == ARE THESE ITEMS ALLOWED?
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// We have a fuckton of rules about when items are allowed to show up,
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