diff --git a/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm b/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm
index 33414924172..af80f42cef7 100644
--- a/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm
+++ b/code/WorkInProgress/Cael_Aislinn/Tajara/examine.dm
@@ -275,6 +275,7 @@
else
wound_flavor_text["[temp.display_name]"] = ""
//Now that we have a big list of all the wounds, on all the limbs.
+ var/list/is_bleeding = list()
for(var/named in wound_descriptions)
var/list/wound_states = wound_descriptions[named]
var/list/flavor_text = list()
@@ -284,6 +285,7 @@
"tiny bruise" = 0, "small bruise" = 0, "moderate bruise" = 0, "large bruise" = 0, "huge bruise" = 0, "monumental bruise" = 0,\
"small burn" = 0, "moderate burn" = 0, "large burn" = 0, "severe burn" = 0, "deep burn" = 0, "carbonised area" = 0) //How many wounds of what size.
for(var/datum/organ/wound/w in wound_state)
+ if(w.bleeding && !is_bleeding[named]) is_bleeding[named] = 1
switch(w.wound_size)
if(1)
switch(w.wound_type)
@@ -429,26 +431,48 @@
wound_flavor_text["[named]"] = flavor_text_string
if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
msg += wound_flavor_text["head"]
+ else if(is_bleeding["head"])
+ msg += "[src] has blood running down [t_his] face!\n"
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["chest"]
+ else if(is_bleeding["chest"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["left arm"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["left arm"]
+ else if(is_bleeding["left arm"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["left hand"] && !gloves && !skipgloves)
msg += wound_flavor_text["left hand"]
+ else if(is_bleeding["left hand"])
+ msg += "[src] has blood running from under [t_his] gloves!\n"
if(wound_flavor_text["right arm"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["right arm"]
+ else if(is_bleeding["right arm"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["right hand"] && !gloves && !skipgloves)
msg += wound_flavor_text["right hand"]
+ else if(is_bleeding["right hand"])
+ msg += "[src] has blood running from under [t_his] gloves!\n"
if(wound_flavor_text["groin"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["groin"]
+ else if(is_bleeding["groin"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["left leg"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["left leg"]
+ else if(is_bleeding["left leg"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["left foot"]&& !shoes && !skipshoes)
msg += wound_flavor_text["left foot"]
+ else if(is_bleeding["left foot"])
+ msg += "[src] has blood running from [t_his] shoes!\n"
if(wound_flavor_text["right leg"] && !w_uniform && !skipjumpsuit)
msg += wound_flavor_text["right leg"]
+ else if(is_bleeding["right leg"])
+ msg += "[src] has blood soaking through from under [t_his] clothing!\n"
if(wound_flavor_text["right foot"]&& !shoes && !skipshoes)
msg += wound_flavor_text["right foot"]
+ else if(is_bleeding["right foot"])
+ msg += "[src] has blood running from [t_his] shoes!\n"
// if(w.bleeding)
diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm
index e85363a5cbc..ab08211dc10 100644
--- a/code/defines/obj/weapon.dm
+++ b/code/defines/obj/weapon.dm
@@ -377,8 +377,8 @@
name = "medical pack"
singular_name = "medical pack"
icon = 'items.dmi'
- amount = 5
- max_amount = 5
+ amount = 10 //To compensate for wounds
+ max_amount = 10
w_class = 1
throw_speed = 4
throw_range = 20
@@ -386,11 +386,11 @@
var/heal_burn = 0
/obj/item/stack/medical/bruise_pack
- name = "bruise pack"
- singular_name = "bruise pack"
- desc = "A pack designed to treat blunt-force trauma."
+ name = "\improper Roll of Gauze"
+ singular_name = "\improper Roll of Gauze"
+ desc = "A roll of gauze for sealing up wounds."
icon_state = "brutepack"
- heal_brute = 40
+ heal_brute = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/bruise_pack/tajaran
@@ -399,14 +399,14 @@
desc = "A soft leaf that is rubbed on bruises."
icon = 'harvest.dmi'
icon_state = "cabbage"
- heal_brute = 30
+ heal_brute = 1
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
singular_name = "ointment"
icon_state = "ointment"
- heal_burn = 40
+ heal_burn = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment/tajaran
@@ -415,14 +415,14 @@
desc = "A cold leaf that is rubbed on burns."
icon = 'harvest.dmi'
icon_state = "ambrosiavulgaris"
- heal_burn = 30
+ heal_burn = 1
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced bruise pack"
desc = "An advanced trauma kit for severe injuries."
icon_state = "brutepack"
- heal_brute = 40
+ heal_brute = 1
origin_tech = "biotech=1"
/obj/item/stack/medical/advanced/ointment
@@ -430,7 +430,7 @@
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "ointment"
- heal_burn = 40
+ heal_burn = 1
origin_tech = "biotech=1"
/obj/item/weapon/c_tube
diff --git a/code/setup.dm b/code/setup.dm
index 202953415b8..187949efa4a 100644
--- a/code/setup.dm
+++ b/code/setup.dm
@@ -72,7 +72,7 @@
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa aboe threshold
// was 2 atm
-#define MAX_EXPLOSION_RANGE 1024 // Defaults to 12 (was 8) -- TLE
+#define MAX_EXPLOSION_RANGE 14 // Defaults to 12 (was 8) -- TLE
#define NORMPIPERATE 30 //pipe-insulation rate divisor