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Makes bleeding logic a little clearer
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@@ -183,10 +183,20 @@
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return 1
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proc/bleeding()
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// internal wounds don't bleed in the sense of this function
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return ((wound_damage() > 30 || bleed_timer > 0) && !(bandaged||clamped) && (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5) && current_stage <= max_bleeding_stage && !src.internal)
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if (src.internal)
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return 0 // internal wounds don't bleed in the sense of this function
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if (current_stage > max_bleeding_stage)
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return 0
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if (bandaged||clamped)
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return 0
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if (wound_damage() <= 30 && bleed_timer <= 0)
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return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
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return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
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/** CUTS **/
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/datum/wound/cut/small
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