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  1. in zombie.characters.BodyDamage.JustDrankBooze(), the amount of booze that is passed in is passed to the functions for applying those effects. Presumably this is meant to give an effect or duration that is proportional to the amount drank: public void JustDrankBooze(Food var1, float var2) { ... this.getParentChar().SleepingTablet(0.02F * var2); this.getParentChar().BetaAntiDepress(0.4F * var2); this.getParentChar().BetaBlockers(0.2F * var2); this.getParentChar().PainMeds(0.2F * var2); } zombie.characters.IsoGameCharacter.SleepingTablet() for example is: public void SleepingTablet(float var1) { this.SleepingTabletEffect = 6600.0F; this.SleepingTabletDelta += var1; } These values are handled during the update in zombie.characters.IsoGameCharacter.updateInternal(): if (this.SleepingTabletEffect > 0.0F) { this.SleepingTabletEffect -= GameTime.getInstance().getMultiplier() / 1.6F; var10000 = this.stats; var10000.fatigue += 0.0016666667F * this.SleepingTabletDelta * (GameTime.getInstance().getMultiplier() / 1.6F); } else { this.SleepingTabletDelta = 0.0F; } It looks like the delta value is intended to be what is decreased with time, but instead the effect is what is decreased during the update proportional to time passed. Since the effect is set at a flat value regardless of the value passed in, this means taking the smallest possible sip of any alcohol is the equivalent of taking all 4 pharmaceuticals, 1 pill each. So one Beer can is like a full pharmacy worth of pills. Seems at some point Delta and Effect got mixed up to me.
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