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Proration is a little more strict near 1st
2x scam distance, but also now it uses K_PlayerScamPERCENTAGE (newer). (Also now that function also uses const for the player!)
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2 changed files with 3 additions and 7 deletions
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@ -503,7 +503,7 @@ boolean K_IsPlayerLosing(player_t *player)
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}
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}
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// Some behavior should change if the player approaches the frontrunner unusually fast.
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// Some behavior should change if the player approaches the frontrunner unusually fast.
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fixed_t K_PlayerScamPercentage(player_t *player, UINT8 mult)
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fixed_t K_PlayerScamPercentage(const player_t *player, UINT8 mult)
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{
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{
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if (!M_NotFreePlay())
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if (!M_NotFreePlay())
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return 0;
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return 0;
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@ -3156,11 +3156,7 @@ fixed_t K_PlayerTripwireSpeedThreshold(const player_t *player)
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if ((gametyperules & GTR_CIRCUIT) && !K_Cooperative() && M_NotFreePlay() && !modeattacking)
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if ((gametyperules & GTR_CIRCUIT) && !K_Cooperative() && M_NotFreePlay() && !modeattacking)
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{
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{
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if (distance < SCAMDIST) // Players near 1st need more speed!
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required_speed += FixedMul(required_speed, K_PlayerScamPercentage(player, 2)); // Proration: Players near 1st need more speed!
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{
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fixed_t percentscam = FixedDiv(FRACUNIT*(SCAMDIST - distance), FRACUNIT*SCAMDIST);
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required_speed += FixedMul(required_speed, percentscam);
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}
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}
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}
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@ -145,7 +145,7 @@ UINT32 K_GetPlayerDontDrawFlag(player_t *player);
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void K_ReduceVFXForEveryone(mobj_t *mo);
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void K_ReduceVFXForEveryone(mobj_t *mo);
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boolean K_IsPlayerLosing(player_t *player);
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boolean K_IsPlayerLosing(player_t *player);
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fixed_t K_PlayerScamPercentage(player_t *player, UINT8 mult);
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fixed_t K_PlayerScamPercentage(const player_t *player, UINT8 mult);
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fixed_t K_GetKartGameSpeedScalar(SINT8 value);
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fixed_t K_GetKartGameSpeedScalar(SINT8 value);
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INT32 K_GetShieldFromItem(INT32 item);
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INT32 K_GetShieldFromItem(INT32 item);
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