diff --git a/code/modules/mob/living/simple_mob/simple_mob.dm b/code/modules/mob/living/simple_mob/simple_mob.dm index 019d254c41..bba1387193 100644 --- a/code/modules/mob/living/simple_mob/simple_mob.dm +++ b/code/modules/mob/living/simple_mob/simple_mob.dm @@ -172,7 +172,7 @@ var/damage_fatigue_mult = 1 // Our multiplier for how heavily mobs are affected by injury. [UPDATE THIS IF THE FORMULA CHANGES]: Formula = injury_level = round(rand(2,6) * damage_fatigue_mult * clamp(((rand(2,5) * (health / getMaxHealth())) - rand(0,2)), 1, 20)) var/injury_level = 0 // What our injury level is. Rather than being the flat damage, this is the amount added to various delays to simulate injuries in a manner as lightweight as possible. var/threshold = 0.6 // When we start slowing down. Configure this setting per-mob. Default is 60% - var/injury_enrages = 0 // Do injuries enrage (aka strengthen) our mob? If yes, we'll interpret how hurt we are differently. + var/injury_enrages = FALSE // Do injuries enrage (aka strengthen) our mob? If yes, we'll interpret how hurt we are differently. // VOREStation Add End /mob/living/simple_mob/Initialize()