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This PR fixes an issue where characters were experiencing brain damage at rates that were sometimes inconsistent depending on player population and server performance. To accomplish this, it makes it so that brain damage taken is no longer a random amount per second that fluctuates based on server performance, and is instead an amount of damage per second that scales with the previous conditions, but is "tick invariant", meaning it no longer changes if for instance you have 75 players online causing server lag. The benefit of this is particularly noticeable in the extreme ends of lowpop as well as high pop. It'll no longer cause brain-damage at hyperspeed if theres' only 10 people online.