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Make sure self heal doesn't hurt if applied to wounds on an attachable with a negative damage multiplier
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Data/Base.rte/Actors/Shared/Scripts/SelfHeal.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ function Update(self)
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if self.healing.wound then
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if self.healing.timer:IsPastSimMS(self.healing.delay) then
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self.healing.timer:Reset();
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self.Health = math.min(self.Health + self.healing.wound.BurstDamage * self.healing.part.DamageMultiplier * self.woundDamageReturnRate, self.MaxHealth);
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self.Health = math.min(self.Health + self.healing.wound.BurstDamage * math.max(0, self.healing.part.DamageMultiplier) * self.woundDamageReturnRate, self.MaxHealth);
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self.healing.wound.ToDelete = true;
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self.healing.wound = nil;
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for wound in self.healing.part.Wounds do

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