{ "premise_confirmed": true, "current_mismatch": "Conscious living target with blood above FAINTING but below1, full resilience, no bleeding and no injured physical zones passes CanApplyEffect, yet custom instant effect changes no medical value; authored regeneration speed/duration are0.", "required_preservation": [ "Dead damage-state guard must remain first.", "Bleeding, reduced resilience and injured physical hit zones independently authorize useful effects and must remain.", "Unconscious controller independently benefits from SetUnconscious(false); explicit unconscious eligibility avoids regression for mild-blood-loss/full-resilience/no-wound unconscious targets when blood threshold is tightened.", "Use exact native FAINTING threshold inclusive boundary matching OnEffectAdded; do not invent a numeric threshold." ], "self_rescue_link": "SelfEpinephrine.FindUsable uses effect.CanApplyEffect; eligibility change therefore also affects its usable-inventory proof.", "limits": "Read-only source/resource review; no engine, no tests, no live edits. Frozen implementation review pending author bytes.", "sha256": { "addons/core/Scripts/Game/ERR/00_Core/ERR_Epinephrine.c": "5fb23182223e7b951a63171959c8701ac439ec290755d7445b2768ccdde489c2", "addons/core/Prefabs/ERR/CombatEpinephrine.et": "aa57d78bae861dc4a0fc509f7916190d2f2f0b36a1c3867f9bf9a071717cd7f5", "addons/core/Scripts/Game/ERR/00_Core/ERR_SelfEpinephrine.c": "da5850374b51e89016c4557d06f3c7c087b6e6e36fa9734b22c7c6c50d757914" } }