Tweaked the reduction method of damageDelay.
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@ -2452,14 +2452,17 @@ int game_mainLoop()
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game_doHud();
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// Start delaying damage again gradually
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if (player_damageDelay > 0)
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{
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if (player_resetDamageDelay)
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{
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LIMIT_ADD(player_damageDelay, -1, 0, 100);
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player_damageDelay--;
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}
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else
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{
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player_resetDamageDelay = 1;
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}
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}
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WRAP_ADD(engine.eventTimer, -1, 0, 60);
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