Basic Health Bar Display Problem

I have a simple health bar script attached to an enemy. When I press a key the enemy health and health bar are supposed to reduce in size. To a certain extent this happens but not exactly as I would like.

When I press the key the enemy's health decreases as expected. But the size of the bar only decreases when the enemies health gets below half!

I have some heavily commeneted code that does this.

First the enemyHealth script

var currHealth = 100; //currentHealth
var maxHealth = 100; //maxHealth
var healthBarLength; //length of healthbar

function Start()
{
    healthBarLength = ((Screen.width/2)/(maxHealth / currHealth));//set default length
}

function Update () {

}

function OnGUI()
{
    GUI.Box(Rect(10,40,healthBarLength,20), currHealth + "/" + maxHealth);//draw health bar

}

//method for adjusting the health bar
function AdjustHealthBar()
{   
    if ((currHealth > 0) && (currHealth <= maxHealth)){
    healthBarLength = ((Screen.width/2)/(maxHealth / currHealth));
    }
    else
    {
    healthBarLength = 0;
    }
}

//accessor for adjusting health
function AdjustCurrentHealth(adj)
{
    currHealth += adj;
    AdjustHealthBar();
}

Second the small piece of code which reduces the health (attacks):

var target : GameObject; //the player's target

function Update () {
    if (Input.GetKeyUp(KeyCode.F))
    {
        Attack();
    }
}

function Attack()
{
    var eh = target.GetComponent("EnemyHealth"); //var for enemy health script

eh.AdjustCurrentHealth(-10); //take 10 off enemy health
}

I cannot figure out why this does not work and why I get the seemingly random result of the health bar staying the same length until health gets to 50/100.

Managed to solve this myself.

I combined both functions for adjusting the health and bar into one and changed the health bar calculation to the following:

    function AdjustCurrentHealth(adj)
{   
    currHealth += adj;
    if ((currHealth > 0) && (currHealth <= maxHealth)){

healthBarLength = ((Screen.width/2)*(currHealth / maxHealth));
    }
    else
    {
    healthBarLength = 0;
    }
}

The key part being:

healthBarLength = ((Screen.width/2)*(currHealth / maxHealth));