does subdual damage to the combatant concode_field_sep int duration concode_elem_sep SystemInitiative init concode_elem_sep int number concode_elem_sep String comType concode_elem_sep State status concode_elem_sep List<Effect> effects concode_elem_sep SystemHP hitPoints concode_field_sep void setDuration concode_elem_sep void setName concode_elem_sep void damage concode_elem_sep SystemHP getHP concode_elem_sep void nonLethalDamage concode_elem_sep Vector<Object> getRowVector concode_elem_sep State getStatus concode_elem_sep void addEffect concode_elem_sep int getNumber concode_elem_sep void setCombatantType concode_elem_sep int decDuration concode_elem_sep void endRound concode_elem_sep int getDuration concode_elem_sep void setCR concode_elem_sep int getXP concode_elem_sep String getCombatantType concode_elem_sep void heal concode_elem_sep void raise concode_elem_sep float getCR concode_elem_sep void setXP concode_elem_sep void kill concode_elem_sep void bleed concode_elem_sep void setNumber concode_elem_sep void setStatus concode_elem_sep List<Effect> getEffects concode_elem_sep SystemInitiative getInitiative concode_elem_sep void stabilize concode_elem_sep String toString concode_elem_sep String toHtmlString
void function ( int arg0 ) { setStatus ( hitPoints . subdualDamage ( arg0 ) ) ; }