Assorted Wounds 3 Issues
Various issues with #4883, after reading through code and testing
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Cryoxadone/Pyroxadone is much less effective than intended, due to the maximum power being 3, rather than the minimum
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort -
Splints have their effectiveness reversed for piercing wounds, making improvised splints more effective than regular splints.
wounding_dmg *= (1 - limb.current_splint.splint_factor) -
Treating wounds has priority over surgery steps, ie. the "bandage burns" opts to treat the wound with gauze rather than completing the surgery unless there is already gauze applied to the limb.
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The "repair hairline fracture", "reset compound fracture", and "repair compound fracture" all qdel the wound making the rest of the surgery unnecessary and automatically finished because the wound no longer exists.
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The "Repair puncture" is much more time-consuming for much less reward compared to just using a cautery due to needing to switch between tools (-0.75 blood flow for completing both steps requiring different tools, compared to -0.60 for a cautery, which is infinitely usable and able to be done on yourself). Due to the above issue, the surgery is also not possible because treating the wound with a cautery has priority over the surgery step.
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Being on fire doesn't cause burn wounds, apparently this is intentional but it doesn't make much sense to me.
/// an attack must do this much damage after armor in order to roll for being a wound (so pressure damage/being on fire doesn't proc it) #define WOUND_MINIMUM_DAMAGE 5 -
Also because of the above, getting hit by multiple shots with 5 damage or lower will do nothing, even if combined the shots do much more than 5 damage. This is most observable with a scatter laser gun, which shoots 10 beams dealing 5 damage each. (Beams might also have a wound penalty? so this might be a bad example)
I'll add more issues as I find them.