# Player injuries and team failure Admitted players keep the same living, treatable body. Otherwise lethal damage is capped just above hit-zone destruction and causes unconsciousness. Continued bleeding still drains blood down to the protected minimum; protection never adds health or blood. AI retain native lethal damage and recovery rules. Passive blood, wound and resilience recovery use one quarter of their native rates. Bleeding prevents passive blood and consciousness recovery. Bandaging stops the bleeding and lets blood improve gradually. With sufficient blood, resilience recovers slowly and the player can eventually wake without an injector. This is not an instant or periodic full heal. Saline restores blood through its finite native infusion; epinephrine improves resilience over 30 seconds without replacing blood or treating wounds. Medicine is not slowed by the passive-rate setting. Duplicate epinephrine dosing is refused while its effect is active. The round fails with **“Everybody died.”** after 30 uninterrupted seconds when all remaining prisoners are unconscious, no conscious reserved prisoner can reconnect to help, and nobody has treatment, observed recovery, or viable native passive recovery. A bandaged casualty with a blood/resilience regeneration effect also counts during the engine's initial regeneration delay. Full hit zones, zero-rate effects, insufficient blood for resilience, and bleeding do not falsely count as self-recovery. Waking, viable recovery, or treatment resets the timer. An empty server does not start it. Existing all-dead/missing-body and exhausted admission handling remains active. The `recovery` fixture exercises the real team-failure timer and treatment on an admitted prisoner. `medical-combat` checks an actual hunter medic's inventory, bleeding, consumed bandages, slow blood recovery without saline, natural waking, finite saline/epinephrine and protected fatal blood loss. Fixtures inject initial injuries and enter at native item-effect completion; they do not certify manual interactions or remote multiplayer play. ACE medical overrides require separate compatibility testing. The 25 September lethal-death result is historical and has been superseded by the restored revivable-player policy. ## Local validation, 26 September 2026 Repository checks passed. The updated `medical-combat` engine fixture completed 32 assertions, including the actual SF UAZ medic's backpack and six injectors, native bleeding, bandaging, blood recovery without saline, natural waking after blood replacement, finite epinephrine, and a living unconscious body after fatal blood damage. No script compilation or medical assertion failed in the final run. The strict runner reported a transient process-cleanup classification failure; a subsequent independent check confirmed the private prefix idle and unchanged source hashes. Original reports and the unsuccessful diagnostic run are retained under `.local/analysis/revivable-medical-2026-09-26/`. Loaded external/base assets still emit their existing warnings; this does not certify remote multiplayer. The subsequent `recovery` engine run verified natural recovery and active medical treatment each keeping the full mission alive beyond 30 seconds, waking the same admitted prisoner, resetting the failure timer, and automatic team defeat after 30 seconds of unrecoverable unconsciousness. Source remained unchanged and cleanup was confirmed. The strict asset-error scan still reports existing inherited resource errors; all recovery assertions passed.