Fix health state to be 1, 19, 20, 20, 20, 20 thresholds (#7921)
Previous thresholds were 1, 33, 16, 17, 17, 16
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@@ -26,10 +26,9 @@ namespace Content.Server.MobState.States
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short modifier = 0;
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short modifier = 0;
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if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage > 0)
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if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
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{
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{
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modifier = (short) MathF.Max((float) (damageable.TotalDamage / (earliestThreshold / 6f)),1);
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modifier = (short)(damageable.TotalDamage / (earliestThreshold / 5) + 1);
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//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
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}
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}
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EntitySystem.Get<AlertsSystem>().ShowAlert(entity, AlertType.HumanHealth, modifier);
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EntitySystem.Get<AlertsSystem>().ShowAlert(entity, AlertType.HumanHealth, modifier);
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}
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}
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