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TA rebalance: reduce crack
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1 changed files with 8 additions and 4 deletions
12
src/k_kart.c
12
src/k_kart.c
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@ -1210,8 +1210,10 @@ static void K_UpdateOffroad(player_t *player)
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// If you are in offroad, a timer starts.
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if (offroadstrength)
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{
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UINT8 offramp = (gamespeed == KARTSPEED_HARD ? 2 : 1);
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if (player->offroad < offroadstrength)
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player->offroad += offroadstrength / TICRATE;
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player->offroad += offroadstrength * offramp / TICRATE;
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if (player->offroad > offroadstrength)
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player->offroad = offroadstrength;
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@ -2875,6 +2877,8 @@ boolean K_SlopeResistance(const player_t *player)
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tripwirepass_t K_TripwirePassConditions(const player_t *player)
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{
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UINT8 tripwirereq = player->offroad ? 3 : 2;
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if (
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player->invincibilitytimer ||
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player->sneakertimer
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@ -2883,7 +2887,7 @@ tripwirepass_t K_TripwirePassConditions(const player_t *player)
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if (
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player->flamedash ||
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(player->speed > (22 * K_GetKartSpeed(player, false, false) / 10) && player->tripwireReboundDelay == 0)
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(player->speed > (tripwirereq * K_GetKartSpeed(player, false, false)) && player->tripwireReboundDelay == 0)
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)
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return TRIPWIRE_BOOST;
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@ -3379,7 +3383,7 @@ static void K_GetKartBoostPower(player_t *player)
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// hello commit from 18 months ago, The Situation Has Changed.
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// We buffed rings so many times that weight needs a totally different class of change!
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// I've left the old formulas in, in case I'm smoking dick, but this was sorely needed in TA especially.
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const fixed_t herbalfolkmedicine = FRACUNIT + FRACUNIT*(player->kartweight-1)/6 + FRACUNIT*(8-player->kartspeed)/16;
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const fixed_t herbalfolkmedicine = FRACUNIT + FRACUNIT*(player->kartweight-1)/12 + FRACUNIT*(8-player->kartspeed)/32;
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fixed_t driftSpeed = FRACUNIT/4; // 25% base
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@ -8655,7 +8659,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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// retain more speed for small payouts.
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UINT8 roller = TICRATE*2;
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roller += 8*(8-player->kartspeed);
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roller += 4*(8-player->kartspeed);
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if (player->superring == 0)
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player->ringboost -= max((player->ringboost / roller), 1);
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