😵 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 (BRAIN ANEURYSM). The character will lose consciousness and fall into a Ragdoll (Coma) state.

💉 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.
🫀 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.
📟 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.
