@@ -24,13 +24,13 @@ var particleIDToElement = []attributes.Element{
2424}
2525
2626func (e * Enemy ) HandleAttack (atk * info.AttackEvent ) float64 {
27- grp_mult := 1.0
27+ grpMult := 1.0
2828
2929 if ! atk .Info .SourceIsSim {
30- grp_mult = e .GroupTagDamageMult (atk .Info .ICDTag , atk .Info .ICDGroup , atk .Info .ActorIndex )
30+ grpMult = e .GroupTagDamageMult (atk .Info .ICDTag , atk .Info .ICDGroup , atk .Info .ActorIndex )
3131 }
3232
33- if grp_mult > 0 {
33+ if grpMult > 0 {
3434 e .Core .Combat .Events .Emit (event .OnEnemyHit , e , atk )
3535 }
3636
@@ -59,7 +59,7 @@ func (e *Enemy) HandleAttack(atk *info.AttackEvent) float64 {
5959 evt .Write ("pre_damage_mods" , preDmgModDebug )
6060 }
6161
62- dmg , crit = e .attack (atk , evt , grp_mult )
62+ dmg , crit = e .attack (atk , evt , grpMult )
6363
6464 // delay damage event to end of the frame
6565 e .Core .Combat .Tasks .Add (func () {
@@ -91,7 +91,7 @@ func (e *Enemy) HandleAttack(atk *info.AttackEvent) float64 {
9191 return dmg
9292}
9393
94- func (e * Enemy ) attack (atk * info.AttackEvent , evt glog.Event , grp_mult float64 ) (float64 , bool ) {
94+ func (e * Enemy ) attack (atk * info.AttackEvent , evt glog.Event , grpMult float64 ) (float64 , bool ) {
9595 // if target is frozen prior to attack landing, set impulse to 0
9696 // let the break freeze attack to trigger actual impulse
9797 if e .GetAuraDurability (info .ReactionModKeyFrozen ) > info .ZeroDur {
@@ -142,7 +142,7 @@ func (e *Enemy) attack(atk *info.AttackEvent, evt glog.Event, grp_mult float64)
142142 }
143143 }
144144
145- damage , isCrit := e .calc (atk , evt , grp_mult )
145+ damage , isCrit := e .calc (atk , evt , grpMult )
146146
147147 // check for hitlag
148148 if e .Core .Combat .EnableHitlag {
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