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Don't overflow when scaling large netgame distances
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1 changed files with 2 additions and 2 deletions
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@ -1389,8 +1389,8 @@ 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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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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fixed_t largegamescaler = roulette->playing * 6 + 100; // Spread out item odds in large games for a less insane experience.
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UINT32 targetpower = 100 * roulette->dist / 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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