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Fix regen mesh (#89223)
## About The Pull Request Fixes #89007 The conditionals were messed up - Burn wound sanitation / flesh healing heals the wound over time so it's not like these would reasonably drop to zero while meshing them. ## Changelog 🆑 Melbert fix: Regen meshes stop when they've done all they can again /🆑
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@@ -225,9 +225,9 @@
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/// Checks if the wound is in a state that ointment or flesh will help
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/datum/wound/burn/flesh/proc/can_be_ointmented_or_meshed()
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if(infestation > 0 || sanitization < infestation)
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if(infestation > 0 && sanitization < infestation)
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return TRUE
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if(flesh_damage > 0 || flesh_healing <= flesh_damage)
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if(flesh_damage > 0 && flesh_healing <= flesh_damage)
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return TRUE
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return FALSE
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@@ -270,7 +270,7 @@
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if(!brute_to_heal && stop_bleeding) // no brute, no bleeding
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carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not bleeding or bruised!")
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else if(!burn_to_heal && (flesh_regeneration || sanitization) && any_burn_wound) // no burns, existing burn wounds are treated
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carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] has been fully treated!")
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carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is fully treated, give it time!")
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else if(!affecting.brute_dam && !affecting.burn_dam) // not hurt at all
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carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not hurt!")
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else // probably hurt in some way but we are not the right item for this
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