Don't double-dip survival intensity scaling (#25570)
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@@ -134,25 +134,5 @@ public abstract partial class StationEventSystem<T> : GameRuleSystem<T> where T
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GameTicker.EndGameRule(uid, component);
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}
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public float GetSeverityModifier()
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{
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var ev = new GetSeverityModifierEvent();
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RaiseLocalEvent(ev);
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return ev.Modifier;
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}
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#endregion
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}
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/// <summary>
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/// Raised broadcast to determine what the severity modifier should be for an event, some positive number that can be multiplied with various things.
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/// Handled by usually other game rules (like the ramping scheduler).
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/// Most events should try and make use of this if possible.
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/// </summary>
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public sealed class GetSeverityModifierEvent : EntityEventArgs
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{
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/// <summary>
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/// Should be multiplied/added to rather than set, for commutativity.
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/// </summary>
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public float Modifier = 1.0f;
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}
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