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small fix oops
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@@ -172,7 +172,7 @@
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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))
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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.
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var/threshold = 0.6 // When we start slowing down. Configure this setting per-mob. Default is 60%
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var/injury_enrages = 0 // Do injuries enrage (aka strengthen) our mob? If yes, we'll interpret how hurt we are differently.
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var/injury_enrages = FALSE // Do injuries enrage (aka strengthen) our mob? If yes, we'll interpret how hurt we are differently.
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// VOREStation Add End
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/mob/living/simple_mob/Initialize()
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