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More nerfs
+10% speed max, builds up slower again (my mistake), WAY further away. Even stricter on being "too close"
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1 changed files with 5 additions and 5 deletions
10
src/k_kart.c
10
src/k_kart.c
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@ -3964,7 +3964,7 @@ static fixed_t K_GetKartSpeedAssist(const player_t *player)
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if (player->loneliness < 0)
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if (player->loneliness < 0)
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return FRACUNIT;
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return FRACUNIT;
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fixed_t MAX_SPEED_ASSIST = FRACUNIT/5;
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fixed_t MAX_SPEED_ASSIST = FRACUNIT/10;
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return FRACUNIT + FixedMul(player->loneliness, MAX_SPEED_ASSIST);
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return FRACUNIT + FixedMul(player->loneliness, MAX_SPEED_ASSIST);
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}
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}
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@ -10021,11 +10021,11 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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average = firstRaw;
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average = firstRaw;
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}
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}
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UINT32 REALLY_FAR = average + 9000; // This far back, get max gain
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UINT32 REALLY_FAR = average + 10000; // This far back, get max gain
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UINT32 TOO_CLOSE = average + 6000; // Start gaining here, lose if closer
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UINT32 TOO_CLOSE = average + 7000; // Start gaining here, lose if closer
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UINT32 WAY_TOO_CLOSE = average + 3000; // Lose at max rate here
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UINT32 WAY_TOO_CLOSE = average + 6000; // Lose at max rate here
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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_GAIN_PER_SEC = FRACUNIT/40; // % 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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fixed_t MAX_LOSS_PER_SEC = FRACUNIT/5; // % assist to lose per sec when WAY_TOO_CLOSE
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UINT32 gaingap = REALLY_FAR - TOO_CLOSE;
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UINT32 gaingap = REALLY_FAR - TOO_CLOSE;
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