From 515c951078673c63a3cbdc3d8ee0244a67101f4b Mon Sep 17 00:00:00 2001 From: Allanis Date: Sat, 10 Aug 2013 12:21:15 +0100 Subject: [PATCH] [Change] It should be easiar to lose a faction than it is to gain it. --- src/faction.c | 2 +- src/pilot.c | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/faction.c b/src/faction.c index f59acf2..a0ed80a 100644 --- a/src/faction.c +++ b/src/faction.c @@ -100,7 +100,7 @@ void faction_modPlayer(int f, int mod) { for(i = 0; i < faction->nenemies; i++) { enemy = &faction_stack[faction->enemies[i]]; - enemy->player -= RNG(0, mod/2); + enemy->player -= MIN(1, RNG(0, mod/2)); faction_sanitizePlayer(enemy); } diff --git a/src/pilot.c b/src/pilot.c index 25d4e55..40e59aa 100644 --- a/src/pilot.c +++ b/src/pilot.c @@ -301,7 +301,7 @@ 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) { - mod = (int)sqrt(p->ship->mass/25.); + mod = MIN(1, (int)sqrt(p->ship->mass/25.)); player_crating += MAX(1, mod); faction_modPlayer(p->faction, -mod); }