float dt, dmg_remaining_next, f;
dt = time - this.teleport_time;
- dmg_remaining_next = EXP(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
+ dmg_remaining_next = POW(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
f = this.dmg_last - dmg_remaining_next;
this.dmg_last = dmg_remaining_next;