anchor.diff:  	trauma_cycle_cooldown = 2.5 MINUTES
   	internal_bleeding_chance = 60
   	wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
  +	regen_ticks_needed = 240 // ticks every 2 seconds, 480 seconds, so roughly 8 minutes default
   
   // doesn't make much sense for "a" bone to stick out of your head
   /datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
  
positive.code: 			active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
  		next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
  
  	if(!regen_points_needed)
  		return
  
  	regen_points_current++
  	if(prob(severity * 2))
  		victim.take_bodypart_damage(rand(1, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND)
  		if(prob(33))
  			to_chat(victim, "<span class='danger'>You feel a sharp pain in your body as your bones are reforming!</span>")
  
  	if(regen_points_current > regen_points_needed)
  		if(!victim || !limb)
  			qdel(src)
  			return
  
negative.code: 	if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
  		return
  
  	if(victim == user)
  		regen_ticks_needed *= 1.5
  
  	I.use(1)
  	if(user != victim)
  		user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
  