reverts the bleed changes till they can be better tuned
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@@ -118,12 +118,6 @@
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target.adjustFireLoss(-4)
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target.adjustToxLoss(-1, forced = TRUE)
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target.adjustOxyLoss(-1)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.bleed_rate)
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H.bleed_rate -= 1
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if(H.radiation)
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H.radiation -= 10 //it heals toxin, why wouldn't it also heal radiation?
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return
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/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
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@@ -176,27 +176,11 @@
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/armorsave
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if(flag == "bullet")
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armorsave = H.getarmor(B, "bullet")
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else if(flag == "energy")
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armorsave = H.getarmor(B, "energy")
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else if(flag == "magic")
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armorsave = H.getarmor(B, "magic")
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if(armorsave >= 30) // armor is useful again, yay.
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H.bleed_rate += (damage * 0.15) // a tiny bit of shrapnel and internal bleeding, I guess.
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else
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H.bleed_rate += (damage * 0.50) //it's not a 1:1 deletion of blood, but it's worrysome enough that you should get treated asap
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else
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var/mob/living/carbon/C = L
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C.bleed(damage)
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if(prob(33))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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