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Separates bleeding from damage, gauze now STOPS bleeding rather than postponing it #3009

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merged 41 commits into from
Jun 8, 2024

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SomeguyManperson
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Bleeding rate is currently the same as it used to be (0.013 bleeding per damage) but can be increased beyond a limb's maximum damage from further attacks. Bleeding from damage caps at 2 per limb so exsanguinating someone isn't as easy as dumping lead into them until their blood falls out, and is hard-capped at 30 per limb for more direct sources such as throat cutting and heparin
Blunt weapons require a force of 10 or higher, and for the limb to have 25 damage to cause bleeding
Sharp weapons (including projectiles) need a force of 5 or higher, and for the limb to have 10 damage to cause bleeding
Heparin now causes existing bleeding to get worse, rather than magically creating internal bleeding

Bleeding is addressed through gauze, tape, cauterization or chemicals, with the former three halting current bleeding while it is being treated. Better equipment (primarily real medical gauze) heals faster.

Numbers are non-final and speculative

Why It's Good For The Game

Causes bleeding to actually come from somewhere and be similarly addressed directly, gauze now exists to actually stop bleeding instead of being re-applied until the brute damage is fixed

Changelog

🆑
tweak: bleeding is now stored in the limbs, functioning similarly to bone breaking. Taking damage over a certain threshold and amount (lower for sharp weapons) will cause part of it to be turned into bleeding.
tweak: gauze, tape, and bleeding suppression are similarly no longer abstracted into a "bleed suppression" value
rscadd: you can now cauterize bleeding with a lighter. Which is cool.
rscadd: you can now also cauterize bleeding with suit storage decontamination. Which is hot.
rscadd: examine and examine closely will show whether or not someone is visibly bleeding or bandaged. This means people who are both will show both. Examine closely additionally shows which limbs are currently bleeding.
tweak: heparin now causes existing bleeding to worsen, instead of causing bleeding on its own
tweak: you can no longer cut the throat of someone who's head has been lopped off
/:cl:

@github-actions github-actions bot added DME Edit Code change Watch something violently break. labels May 20, 2024
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@SomeguyManperson SomeguyManperson disabled auto-merge June 4, 2024 19:12
@github-actions github-actions bot removed Map Change Tile placing is hard. Thank you for your service. Sprites A bikeshed full of soulless bikes. Sound USSR Anthem 2.66 MB file. labels Jun 4, 2024
@SomeguyManperson SomeguyManperson removed request for a team and MarkSuckerberg June 4, 2024 19:17
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minor misinput should be fine now

Comment on lines +388 to +393

/obj/item/ration_heater/get_temperature()
if(!uses)
return 0
. = ..()

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i looked at the attackby and it looks like you would be use this infinity to cauterize is that correct?
it also SHOULD qdel itself after it has no uses left so this shouldn't realllly matter

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I like all the code, project zomber, plently of test merges

@FalloutFalcon FalloutFalcon added this pull request to the merge queue Jun 8, 2024
Merged via the queue into shiptest-ss13:master with commit c9bf77d Jun 8, 2024
13 of 14 checks passed
@SomeguyManperson SomeguyManperson deleted the awful branch June 11, 2024 00:13
MrCat15352 pushed a commit to MrCat15352/MrCat that referenced this pull request Jun 22, 2024
…postponing it (shiptest-ss13#3009)

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![image](https://github.com/shiptest-ss13/Shiptest/assets/24857008/d5162c66-c24c-4115-8f17-b71fe2a7c97e)

![image](https://github.com/shiptest-ss13/Shiptest/assets/24857008/0035fc3d-ae4f-4bc8-b8a2-fab9e1652365)

Bleeding rate is currently the same as it used to be (0.013 bleeding per
damage) but can be increased beyond a limb's maximum damage from further
attacks. Bleeding from damage caps at 2 per limb so exsanguinating
someone isn't as easy as dumping lead into them until their blood falls
out, and is hard-capped at 30 per limb for more direct sources such as
throat cutting and heparin
Blunt weapons require a force of 10 or higher, and for the limb to have
25 damage to cause bleeding
Sharp weapons (including projectiles) need a force of 5 or higher, and
for the limb to have 10 damage to cause bleeding
Heparin now causes existing bleeding to get worse, rather than magically
creating internal bleeding

Bleeding is addressed through gauze, tape, cauterization or chemicals,
with the former three halting current bleeding while it is being
treated. Better equipment (primarily real medical gauze) heals faster.

Numbers are non-final and speculative

Causes bleeding to actually come from somewhere and be similarly
addressed directly, gauze now exists to actually stop bleeding instead
of being re-applied until the brute damage is fixed

:cl:
tweak: bleeding is now stored in the limbs, functioning similarly to
bone breaking. Taking damage over a certain threshold and amount (lower
for sharp weapons) will cause part of it to be turned into bleeding.
tweak: gauze, tape, and bleeding suppression are similarly no longer
abstracted into a "bleed suppression" value
rscadd: you can now cauterize bleeding with a lighter. Which is cool.
rscadd: you can now also cauterize bleeding with suit storage
decontamination. Which is hot.
rscadd: examine and examine closely will show whether or not someone is
visibly bleeding or bandaged. This means people who are both will show
both. Examine closely additionally shows which limbs are currently
bleeding.
tweak: heparin now causes existing bleeding to worsen, instead of
causing bleeding on its own
tweak: you can no longer cut the throat of someone who's head has been
lopped off
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Signed-off-by: Theos <[email protected]>
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3 participants