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add minHealth which controls when carbons die so we can set it in species (#6938)
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@@ -17,7 +17,7 @@
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//Burn damage can cause fluid loss due to blistering and cook-off
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if((damage > 5 || damage + burn_dam >= 15) && type == WOUND_TYPE_BURN && (robotic < ORGAN_ROBOT) && !(species.species_flags & NO_BLOOD))
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var/fluid_loss = 0.4 * (damage/(owner.getMaxHealth() - config_legacy.health_threshold_dead)) * owner.species.blood_volume*(1 - owner.species.blood_level_fatal)
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var/fluid_loss = 0.4 * (damage/(owner.getMaxHealth() - owner.getMinHealth())) * owner.species.blood_volume*(1 - owner.species.blood_level_fatal)
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owner.remove_blood(fluid_loss)
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// first check whether we can widen an existing wound
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