flesh 
Vars | |
| flesh_damage | How much damage to our flesh we currently have. Once both this and infection reach 0, the wound is considered healed |
|---|---|
| flesh_healing | Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage |
| infection | Our current level of infection |
| infection_rate | How quickly infection breeds on this burn if we don't have disinfectant |
| sanitization | Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infection effects each tick |
| strikes_to_lose_limb | Once we reach infection beyond WOUND_INFECTION_SEPTIC, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen) |
Procs | |
| can_be_ointmented_or_meshed | Checks if the wound is in a state that ointment or flesh will help |
| uv | Paramedic UV penlights |
Var Details
flesh_damage 
How much damage to our flesh we currently have. Once both this and infection reach 0, the wound is considered healed
flesh_healing 
Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage
infection 
Our current level of infection
infection_rate 
How quickly infection breeds on this burn if we don't have disinfectant
sanitization 
Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infection effects each tick
strikes_to_lose_limb 
Once we reach infection beyond WOUND_INFECTION_SEPTIC, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
Proc Details
can_be_ointmented_or_meshed
Checks if the wound is in a state that ointment or flesh will help
uv
Paramedic UV penlights