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Increase minimum-level bot strength, reduce bot EXP leveldown when they are already low level
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1 changed files with 3 additions and 3 deletions
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@ -692,7 +692,7 @@ fixed_t K_BotRubberband(const player_t *player)
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// mechanics adjustments, not from items, so kill some bot speed if they've got bad EXP.
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// mechanics adjustments, not from items, so kill some bot speed if they've got bad EXP.
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if (player->gradingfactor < FRACUNIT && !(player->botvars.rival) && player->botvars.difficulty > 1)
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if (player->gradingfactor < FRACUNIT && !(player->botvars.rival) && player->botvars.difficulty > 1)
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{
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{
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UINT8 levelreduce = std::min<UINT8>(3, player->botvars.difficulty); // How much to drop the "effective level" of bots that are consistently behind
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UINT8 levelreduce = std::min<UINT8>(3, player->botvars.difficulty/4); // How much to drop the "effective level" of bots that are consistently behind
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expreduce = Easing_Linear((K_EffectiveGradingFactor(player) - MINGRADINGFACTOR) * 2, levelreduce*FRACUNIT, 0);
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expreduce = Easing_Linear((K_EffectiveGradingFactor(player) - MINGRADINGFACTOR) * 2, levelreduce*FRACUNIT, 0);
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}
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}
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@ -704,11 +704,11 @@ fixed_t K_BotRubberband(const player_t *player)
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if (cv_levelskull.value)
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if (cv_levelskull.value)
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difficultyEase = FRACUNIT;
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difficultyEase = FRACUNIT;
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// Lv. 1: x0.65 avg
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// Lv. 1: x0.75 avg
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// Lv. MAX: x1.05 avg
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// Lv. MAX: x1.05 avg
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const fixed_t rubberBase = Easing_OutSine(
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const fixed_t rubberBase = Easing_OutSine(
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difficultyEase,
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difficultyEase,
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FRACUNIT * 65 / 100,
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FRACUNIT * 75 / 100,
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FRACUNIT * 105 / 100
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FRACUNIT * 105 / 100
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);
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);
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