[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) { | ||||
| void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter, | ||||
|     const DamageType dtype, const double damage) { | ||||
| 
 | ||||
|   int mod; | ||||
|   double damage_shield, damage_armour, knockback, dam_mod; | ||||
| 
 | ||||
|   /* Calculate the damage. */ | ||||
| @ -299,8 +300,9 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter, | ||||
|       pilot_dead(p); | ||||
|       /* Adjust the combat rating based on pilot mass and ditto faction. */ | ||||
|       if(shooter == PLAYER_ID) { | ||||
|         player_crating += MAX(1, p->ship->mass/50); | ||||
|         faction_modPlayer(p->faction, -(p->ship->mass/10)); | ||||
|         mod = (int)sqrt(p->ship->mass/25.); | ||||
|         player_crating += MAX(1, mod); | ||||
|         faction_modPlayer(p->faction, -mod); | ||||
|       } | ||||
|     } | ||||
|   } | ||||
|  | ||||
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