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// bleeding - maximum possible bleeding rate for a given wound type (0 .. 1)
// pain - maximum possible pain level for a given wound type (0 .. 1)
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class ACE_Medical_Injuries {
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// Defines all the possible injury types
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class wounds {
// Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion {
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causes [ ] = { " falling " , " ropeburn " , " vehiclecrash " , " collision " , " unknown " } ;
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bleeding = 0.001 ;
pain = 0.4 ;
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minDamage = 0.01 ;
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maxDamage = 0.30 ;
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} ;
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
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class Avulsion {
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causes [ ] = { " explosive " , " vehiclecrash " , " collision " , " grenade " , " shell " , " bullet " , " backblast " , " bite " } ;
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bleeding = 0.25 ;
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pain = 1.0 ;
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minDamage = 0.01 ;
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causeLimping = 1 ;
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} ;
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion {
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causes [ ] = { " bullet " , " backblast " , " punch " , " vehiclecrash " , " collision " , " falling " } ;
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bleeding = 0.0 ;
pain = 0.3 ;
minDamage = 0.02 ;
maxDamage = 0.35 ;
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} ;
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class Crush {
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causes [ ] = { " falling " , " vehiclecrash " , " collision " , " punch " , " unknown " } ;
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bleeding = 0.05 ;
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pain = 0.8 ;
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minDamage = 0.1 ;
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causeLimping = 1 ;
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causeFracture = 1 ;
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} ;
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut {
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causes [ ] = { " vehiclecrash " , " collision " , " grenade " , " explosive " , " shell " , " backblast " , " stab " , " unknown " } ;
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bleeding = 0.04 ;
pain = 0.1 ;
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minDamage = 0.1 ;
} ;
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration {
selections [ ] = { " All " } ;
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causes [ ] = { " vehiclecrash " , " collision " , " punch " } ;
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bleeding = 0.05 ;
pain = 0.2 ;
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minDamage = 0.01 ;
} ;
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
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class VelocityWound {
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causes [ ] = { " bullet " , " grenade " , " explosive " , " shell " , " unknown " } ;
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bleeding = 0.5 ;
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pain = 0.9 ;
minDamage = 0.35 ;
causeLimping = 1 ;
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causeFracture = 1 ;
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} ;
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class PunctureWound {
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causes [ ] = { " stab " , " grenade " } ;
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bleeding = 0.05 ;
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pain = 0.4 ;
minDamage = 0.02 ;
causeLimping = 1 ;
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} ;
} ;
class damageTypes {
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// thresholds[] {{<min damage>, <max number of wounds>}, {...}}
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thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
class bullet {
// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class grenade {
thresholds [ ] = { { 0.1 , 3 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class explosive {
thresholds [ ] = { { 1 , 6 } , { 0.1 , 4 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class shell {
thresholds [ ] = { { 1 , 7 } , { 0.1 , 5 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class vehiclecrash {
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thresholds [ ] = { { 0.5 , 5 } , { 0.3 , 2 } , { 0.05 , 1 } } ;
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selectionSpecific = 0 ;
} ;
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class collision {
thresholds [ ] = { { 0.5 , 5 } , { 0.3 , 2 } , { 0.05 , 1 } } ;
selectionSpecific = 0 ;
} ;
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class backblast {
thresholds [ ] = { { 1 , 6 } , { 0.55 , 5 } , { 0 , 2 } } ;
selectionSpecific = 0 ;
} ;
class stab {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class punch {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class falling {
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thresholds [ ] = { { 0.6 , 4 } , { 0.35 , 2 } , { 0.1 , 1 } } ;
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selectionSpecific = 1 ;
} ;
class ropeburn {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
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//No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added.
class drowning {
thresholds [ ] = { { 0 , 0 } } ;
} ;
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class unknown {
thresholds [ ] = { { 0.1 , 1 } } ;
} ;
} ;
} ;