Medical Damage - Add scaling for number of body parts hit from non-specific wound types
This PR adds a (setting?) to control the number of wounds created for non-selection-specific wound types.
ref a 3m fall:
_allDamages=[
[0.086638,"Body",1.03966],
[0.086638,"RightArm",0.519828],
[0.086638,"RightLeg",0.519828],
[0.086638,"LeftLeg",0.519828],
[0.086638,"LeftArm",0.519828],
[0.0187293,"Head",0.0374586],
[0.00418826,"#structural",0.0125648]], _typeOfDamage=collision

resulting in wounds on all body parts (5 bleeding) for just a 3m fall this will take a while to treat, old medical would usually just be a single wound on a leg
Old medical roughly took 0.86638 (top dmg) worth of damage and then create a number of wounds spread among the different body parts
New medical handles each part with with it's own damage source, so you almost get ~5x as much damage applied.
The new setting @ 0.0 will behave just like new medical unchanged.
@ 1.0 it will approximate old medical (same dam applied, but not spread out as much)
imho 0.3 - 0.5 seems to work very well
Personally not a big fan of this, feels too much like reverting to the old behaviour when moving away from that was half the point of the rework.
you almost get ~5x as much damage applied
This is kind of intentional, it was far too forgiving before. I do agree that it needs to be tweaked a bit though especially at the low end; forcing the players to spend this much time bandaging is too much inconvenience for a fairly minor actual threat. See #8861 for alternative solution.
It's weird that this fall is registered as collision instead of falling, we should keep an eye out for ways to improve fall detection.