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fix a slipup in A_DoNPCPain I just noticed I made, whoops
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@ -11896,7 +11896,7 @@ void A_DoNPCPain(mobj_t *actor)
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if (locvar1)
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{
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if (actor->info->spawnhealth)
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if (!actor->info->spawnhealth)
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return; // there's something very wrong here if you're using this action on something with no starting health
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locvar1 += ((FRACUNIT - locvar1)/actor->info->spawnhealth)*actor->health;
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hspeed = FixedMul(hspeed, locvar1);
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