[Change] Tweaked faction gain.
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@ -156,6 +156,7 @@ static void faction_sanitizePlayer(Faction* faction) {
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void faction_modPlayer(int f, double mod) {
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int i;
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Faction* faction, *ally, *enemy;
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double m;
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if(!faction_isFaction(f)) {
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WARN("%d is an invalid faction.", f);
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@ -172,7 +173,12 @@ void faction_modPlayer(int f, double mod) {
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for(i = 0; i < faction->nallies; i++) {
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ally = &faction_stack[faction->allies[i]];
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ally->player += RNGF() * (mod*3/4);
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/* Enemies are made faster. */
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m = RNGF();
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if(mod > 0.)
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m *= 3./4.;
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ally->player += m;
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faction_sanitizePlayer(ally);
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}
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@ -180,7 +186,12 @@ void faction_modPlayer(int f, double mod) {
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for(i = 0; i < faction->nenemies; i++) {
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enemy = &faction_stack[faction->enemies[i]];
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enemy->player -= RNGF() * mod; /* Enemies are made faster. */
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/* Enemies are made faster. */
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m = RNGF();
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if(mod < 0.)
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m *= 3./4.;
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enemy->player -= m;
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faction_sanitizePlayer(enemy);
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}
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}
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@ -458,8 +458,8 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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/* Adjust the combat rating based on pilot mass and ditto faction. */
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pshooter = pilot_get(shooter);
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if(pshooter->faction == FACTION_PLAYER) {
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mod = pow(p->ship->mass, 1./3.);
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player_crating += 2*mod;
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mod = sqrt(p->ship->mass) / 5;
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player_crating += 2*mod; /* Crating chanes faster. */
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faction_modPlayer(p->faction, -mod);
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}
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}
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