public void Run()
        {
            if (_woundedPlayer.IsEmpty())
            {
                return;
            }

            EcsEntity weaponEntity = _woundedPlayer.Components1[0].WeaponEntity;
            DamagedBodyPartComponent damagedBodyPart = _woundedPlayer.Components2[0];
            List <EcsEntity>         woundList       = _woundedPlayer.Components3[0].WoundEntities;

            int woundCount = 1;

            foreach (EcsEntity woundEntity in woundList)
            {
                var wounded = _ecsWorld.GetComponent <WoundComponent>(woundEntity);
                if (wounded == null)
                {
                    continue;
                }

                string boneName = damagedBodyPart.DamagedBoneId.ToString();
                if (Enum.TryParse(boneName, out PedBoneId boneId))
                {
                    boneName = boneId.ToString();
                }

                _ecsWorld.CreateEntityWith(out NotificationComponent notification);
                if (woundCount++ <= 1)
                {
                    notification.Message = $"~s~Wound:~n~ ~o~{woundEntity.GetEntityName()} " +
                                           $"~s~on {damagedBodyPart.DamagedBodyPartEntity.GetEntityName()}" +
                                           $"~c~({boneName})~s~ " +
                                           $"by ~y~{weaponEntity.GetEntityName()}";
                }
                else
                {
                    notification.Message = $"~s~Crit:~n~ ~r~{woundEntity.GetEntityName()} " +
                                           $"~s~on {damagedBodyPart.DamagedBodyPartEntity.GetEntityName()}" +
                                           $"~c~({boneName})~s~ " +
                                           $"by ~y~{weaponEntity.GetEntityName()}";
                }
            }
        }
        public void Run()
        {
            BleedingStatsComponent stats = _bleedingStats.Components1[0];

            foreach (int i in _wounded)
            {
                PedBleedingInfoComponent info            = _wounded.Components1[i];
                WoundedComponent         wounded         = _wounded.Components2[i];
                DamagedBodyPartComponent damagedBodyPart = _wounded.Components3[i];
                DamagedByWeaponComponent damagedByWeapon = _wounded.Components4[i];

                EcsEntity pedEntity = _wounded.Entities[i];
                foreach (EcsEntity woundEntity in wounded.WoundEntities)
                {
                    var baseBleeding = _ecsWorld.GetComponent <BaseBleedingComponent>(woundEntity);
                    if (baseBleeding == null)
                    {
                        continue;
                    }

                    float baseSeverity = baseBleeding.BaseBleeding;
                    if (baseSeverity <= 0)
                    {
                        continue;
                    }

                    EcsEntity bodyPartEntity = damagedBodyPart.DamagedBodyPartEntity;
                    float     bodyPartMult   = _ecsWorld.GetComponent <BleedingMultiplierComponent>(bodyPartEntity).Multiplier;
                    float     sevWithMult    = stats.BleedingMultiplier * bodyPartMult * baseSeverity;

                    float sevDeviation = sevWithMult * stats.BleedingDeviation;
                    sevDeviation = _random.NextFloat(-sevDeviation, sevDeviation);

                    float finalSeverity = sevWithMult + sevDeviation;

                    EcsEntity bleedingEntity = _ecsWorld.CreateEntityWith(out BleedingComponent bleeding);
                    bleeding.DamagedBoneId     = damagedBodyPart.DamagedBoneId;
                    bleeding.BodyPartEntity    = damagedBodyPart.DamagedBodyPartEntity;
                    bleeding.Severity          = finalSeverity;
                    bleeding.MotherWoundEntity = woundEntity;
                    bleeding.WeaponEntity      = damagedByWeapon.WeaponEntity;

#if DEBUG
                    _logger.MakeLog(
                        $"Created bleeding {woundEntity.GetEntityName()} on bone {bleeding.DamagedBoneId} for {pedEntity.GetEntityName()}. " +
                        $"Base severity {baseSeverity:0.00}; final severity {finalSeverity:0.00}");
#endif
                    info.BleedingEntities.Add(bleedingEntity);
                }

#if DEBUG
                _ecsWorld.ProcessDelayedUpdates();
                string bleedingList = "";
                foreach (EcsEntity bleedEntity in info.BleedingEntities)
                {
                    bleedingList += $"{_ecsWorld.GetComponent<BleedingComponent>(bleedEntity).Severity:0.00} ";
                }

                _logger.MakeLog($"BleedingList for {pedEntity.GetEntityName()}: {bleedingList}");
#endif
            }
        }