Bleed Tweaks (#17528)
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@ -35,13 +35,13 @@ namespace Content.Server.Body.Components
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/// How much should bleeding should be reduced every update interval?
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/// </summary>
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[DataField("bleedReductionAmount")]
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public float BleedReductionAmount = 0.5f;
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public float BleedReductionAmount = 1.0f;
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/// <summary>
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/// How high can <see cref="BleedAmount"/> go?
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/// </summary>
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[DataField("maxBleedAmount")]
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public float MaxBleedAmount = 20.0f;
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public float MaxBleedAmount = 10.0f;
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/// <summary>
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/// What percentage of current blood is necessary to avoid dealing blood loss damage?
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@ -67,7 +67,7 @@ namespace Content.Server.Body.Components
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/// How frequently should this bloodstream update, in seconds?
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/// </summary>
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[DataField("updateInterval")]
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public float UpdateInterval = 5.0f;
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public float UpdateInterval = 3.0f;
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// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
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/// <summary>
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@ -80,7 +80,7 @@ namespace Content.Server.Body.Components
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/// How much blood needs to be in the temporary solution in order to create a puddle?
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/// </summary>
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[DataField("bleedPuddleThreshold")]
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public FixedPoint2 BleedPuddleThreshold = 5.0f;
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public FixedPoint2 BleedPuddleThreshold = 1.0f;
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/// <summary>
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/// A modifier set prototype ID corresponding to how damage should be modified
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