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Adds new type of wounds - piercing.
Unlike cuts they do not merge, so many small-damage stabs will create many small stab wounds instead of one megahole. Also cleans up checks in wound code a bit with power of OOP
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@@ -82,11 +82,12 @@
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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@@ -183,8 +184,7 @@
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
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"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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