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The reasoning would be that I think it would make sense to have a delay before your health decays, then at a set rate it decays a_adrenaline_rate per second rather than decay X hp per Y seconds.
For example:
Currently if I were to have a_adrenaline_rate 6 and a_adrenaline_seconds 10 it would take 10 seconds to drain 6 hp, but my desired effect is 10 seconds of full temporary health then draining 6 HP per second.
I would much rather have a_adrenaline_seconds be a DELAY, not the frequency of health decay.
The person who told me about the problem is gonna try out the fix.
One should be hook.Remove("TTTPrepareRound", "Adrenaline_TTT_" .. ply:SteamID()) and the other should be hook.Remove("PlayerDeath", "Adrenaline_TTT_" .. ply:SteamID())