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Merge pull request #263 from GMLambda/scaling-fix
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Enemy scaling fix
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ZehMatt authored May 2, 2024
2 parents 04c8d34 + 355ffae commit e8b01a2
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Showing 3 changed files with 3 additions and 2 deletions.
1 change: 1 addition & 0 deletions changelog.md
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Expand Up @@ -10,6 +10,7 @@
- Fixed: d2_coast_03: G-Man and Oddssa stay in the balcony forever.
- Fixed: d2_coast_03: Blocked a exploit where player can use it to skip the final scene.
- Fixed: Disallow commanding citizen NPCs that have an active schedule.
- Fixed: Enemy scaling was improperly calculcated, now the math is right.

0.9.19
- Fixed: SWEPs that use custom CalcView not working correctly.
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2 changes: 1 addition & 1 deletion entities/entities/lambda_npcmaker.lua
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Expand Up @@ -206,7 +206,7 @@ function ENT:GetScaleCount()
if IsFriendEntityName(class) then return 0 end
end

local playerCount = player.GetCount()
local playerCount = math.max(1, player.GetCount()) - 1
local scale = GAMEMODE:GetNPCSpawningScale()
local extraCount = math.ceil(playerCount * scale)

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2 changes: 1 addition & 1 deletion gamemode/gametypes/gametype_base.lua
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Expand Up @@ -189,7 +189,7 @@ function GAMETYPE:GetDifficultyData()
Name = "Normal",
Proficiency = WEAPON_PROFICIENCY_GOOD,
Skill = 2,
NPCSpawningScale = 0.3,
NPCSpawningScale = 0.4,
DamageScale = {
[DMG_SCALE_PVN] = 1,
[DMG_SCALE_NVP] = 1,
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