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PlayerFun.CurrentDamageBoost; DamageTextFun.color = FunColor; + FunTextFun.color = FunColor; + + int FunLevelInt = (int)Mathf.Min(Mathf.Floor(FunPercent * 6), 5); + FunTextGore.text = GoreTexts[FunLevelInt]; + FunTextFun.text = FunTexts[FunLevelInt]; } }