From d9633afe1a5e0ca8a572216ae7a5356f64bcfc4b Mon Sep 17 00:00:00 2001 From: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Date: Tue, 3 May 2022 16:11:18 -0700 Subject: [PATCH] Fix health state to be 1, 19, 20, 20, 20, 20 thresholds (#7921) Previous thresholds were 1, 33, 16, 17, 17, 16 --- Content.Server/MobState/States/NormalMobState.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Content.Server/MobState/States/NormalMobState.cs b/Content.Server/MobState/States/NormalMobState.cs index 8e24ec1966..cb814af9f9 100644 --- a/Content.Server/MobState/States/NormalMobState.cs +++ b/Content.Server/MobState/States/NormalMobState.cs @@ -26,10 +26,9 @@ namespace Content.Server.MobState.States short modifier = 0; - if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage > 0) + if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0) { - modifier = (short) MathF.Max((float) (damageable.TotalDamage / (earliestThreshold / 6f)),1); - //if hurt at all we skip to the first hurt state with Max(), anything else will end up falling to 5 at maximum before crit + modifier = (short)(damageable.TotalDamage / (earliestThreshold / 5) + 1); } EntitySystem.Get().ShowAlert(entity, AlertType.HumanHealth, modifier); }