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МСню

Complex Trauma Medical System v1.0 Drugs, Medicine, brain aneurysm, Heart

😡 1.** Agony System and Terminal States**

A new Post-Processing system has been integrated that simulates the vision of a soldier going into shock:

Reactive Visual Shock:

Taking a shot generates A EXTREME visual shock

Death Agony:

If your health drops below 25, the screen will permanently blur, warning you that collapse is imminent if left untreated.

Cardiac Arrest (Fibrillation):

If stress, bleeding, or drug abuse pushes your heart rate above 240 BPM, your heart will fibrillate. This results in instant Clinical Death, forcing a Ragdoll state.

Brain Aneurysm and Coma:

Critical impacts to the head or neck (that don't kill you instantly) can trigger a Neurological Overload ([c]BRAIN ANEURYSM[/c]). The character will lose consciousness and fall into a Ragdoll (Coma) state.

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πŸ’‰ 2. Tactical Pharmacology and Treatments (Risk / Reward)

Survival requires using the correct supplies. The system features anti-spam mechanics and biological consequences:

Tourniquet Application:

Instantly stops arterial bleeding and prevents death by hypovolemia, but generates a temporary pain spike (BPM). Does not heal fractures.

Full Medkit:

Restores vital signs, stabilizes the heart, and clears mobility traumas.

Adrenaline Syringe (Epinephrine):

Ignores pain for a couple of seconds. Forces the nervous system to let you run even with a shattered pelvis.

  • Overdose Mechanic: Each injection adds BPM. If you panic-spam multiple injections and exceed 240 BPM, you will die from a drug-induced heart attack.

Cranial Auto-Injector (Mannitol):

The ultimate drug. If you are in a coma from an aneurysm, Mannitol reduces cranial pressure, lifts you from Ragdoll, and grants a "Last Stand". You will suffer extreme tachycardia and blurred vision, giving you a few moments of fury to shoot before suffering total, inevitable Brain Death when the timer runs out.

πŸ«€ 3**. Dynamic Cardiovascular Engine (Real ECG)**

Heart Rate Simulation (BPM):

The player's pulse is no longer a random number. It mathematically responds to four real-time factors: overall health, blood volume loss (bleeding), adrenaline spikes from pain, and physical exertion.

Exertion Inertia (Organic Stamina):

If you perform a tactical sprint, your BPM will progressively rise. Upon stopping, the character will take a few seconds to "catch their breath" and normalize their pulse.

Mathematical Electrocardiogram (HUD):

The wave visually reacts to your pulse with surgical precision of 1 beat per cycle, shifting from green to yellow/orange during tachycardia states.

🦴 4**. Ballistic Analyzer and Localized Trauma**

The character's body now detects exactly which bone or artery was pierced by ballistics, applying direct physical penalties (Debuffs)

Leg and Pelvic Trauma (PELVIC FRACTURE / FEMORAL ARTERY):

Suffering severe lower-body damage mechanically disables the ability to run (Sprint locked). The player will be forced to limp while seeking cover.

Arm Trauma (HEMORRHAGE: BRACHIAL ARTERY):

Progressive Bleeding:

Severe wounds continuously drain your blood (Hypovolemic Shock). If you don't stop the hemorrhage, your pulse will accelerate to compensate for the lack of blood until your heart fails.

πŸ“Ÿ 5. Diagnostic Interface (Retro Tactical OS)

Implemented a new Medical Terminal (Pressing the 'H' key) featuring a retro-clinical analog.

Damage Scanner "Paper Doll":

A real-time wireframe model highlights in red the exact zones where the body has suffered severe trauma, guiding the player on which limb requires emergency treatment.

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