[Change] Made rating/faction gain not linear.
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@ -267,6 +267,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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const DamageType dtype, const double damage) {
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const DamageType dtype, const double damage) {
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int mod;
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double damage_shield, damage_armour, knockback, dam_mod;
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double damage_shield, damage_armour, knockback, dam_mod;
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/* Calculate the damage. */
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/* Calculate the damage. */
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@ -299,8 +300,9 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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pilot_dead(p);
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pilot_dead(p);
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/* Adjust the combat rating based on pilot mass and ditto faction. */
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/* Adjust the combat rating based on pilot mass and ditto faction. */
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if(shooter == PLAYER_ID) {
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if(shooter == PLAYER_ID) {
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player_crating += MAX(1, p->ship->mass/50);
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mod = (int)sqrt(p->ship->mass/25.);
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faction_modPlayer(p->faction, -(p->ship->mass/10));
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player_crating += MAX(1, mod);
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faction_modPlayer(p->faction, -mod);
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}
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}
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}
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}
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}
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}
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