Another erekir rebalance pr (#11184)
* wip * wipp * real * aaa * ae * oh yeah * fixx * wip * afflict stuff * this should work ig * wip * real * a * maybe? * a * holy shit * what the fuck am I doing * I have children in my basement * 9 * o * a * good enough * more thor disperse overrange * no * fix this * a * restore * ohno * oh nice * aaa * some changes * FREEDOM * nvm * perhaps * h * aio * ya * should be all * ig * almost * well this works * more surge scathe hp nerfs * wip * drowntime changes * last tweaks * last change probs * quick locus hotfix * sadedwerwfw * targetable fix
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@@ -56,7 +56,7 @@ abstract class TankComp implements Posc, Hitboxc, Unitc, ElevationMovec{
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boolean anyNonDeep = false;
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//calculate overlapping tiles so it slows down when going "over" walls
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int r = Math.max((int)(hitSize * 0.6f / tilesize), 0);
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int r = Math.max((int)(hitSize * 0.75f / tilesize), 0);
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int solids = 0, total = (r*2+1)*(r*2+1);
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for(int dx = -r; dx <= r; dx++){
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@@ -104,7 +104,7 @@ abstract class TankComp implements Posc, Hitboxc, Unitc, ElevationMovec{
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public float floorSpeedMultiplier(){
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Floor on = isFlying() || type.hovering ? Blocks.air.asFloor() : floorOn();
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//TODO take into account extra blocks
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return on.speedMultiplier * speedMultiplier * lastSlowdown;
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return (float)Math.pow(on.speedMultiplier, type.floorMultiplier) * speedMultiplier * lastSlowdown;
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}
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@Replace
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@@ -606,7 +606,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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if(floor != null && floor.isLiquid && floor.drownTime > 0 && canDrown()){
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lastDrownFloor = floor;
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drownTime += Time.delta / floor.drownTime / type.drownTimeMultiplier;
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drownTime += Time.delta / (hitSize / 8f * type.drownTimeMultiplier * floor.drownTime);
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if(Mathf.chanceDelta(0.05f)){
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floor.drownUpdateEffect.at(x, y, hitSize, floor.mapColor);
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}
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