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Improved wounds configuration (missing maxDamage values added)
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@ -295,14 +295,16 @@ class ACE_Medical_Advanced {
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.01;
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causes[] = {"falling", "ropeburn", "vehiclecrash"};
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causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"};
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minDamage = 0.01;
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class Minor {
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minDamage = 0.01;
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maxDamage = 0.2;
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bleedingRate = 0.0001;
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};
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class Medium {
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minDamage = 0.2;
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maxDamage = 0.3;
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bleedingRate = 0.00015;
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};
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class Large {
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@ -321,10 +323,12 @@ class ACE_Medical_Advanced {
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minDamage = 0.2;
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class Minor {
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minDamage = 0.2;
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maxDamage = 0.3;
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bleedingRate = 0.01;
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};
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class Medium {
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minDamage = 0.3;
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maxDamage = 0.6;
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bleedingRate = 0.02;
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};
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class Large {
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@ -341,14 +345,18 @@ class ACE_Medical_Advanced {
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"};
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minDamage = 0.01;
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maxDamage = 0.1;
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class Minor {
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minDamage = 0.01;
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maxDamage = 0.1;
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};
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class Medium {
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minDamage = 0.1;
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maxDamage = 0.15;
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};
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class Large {
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minDamage = 0.3;
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minDamage = 0.15;
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maxDamage = 0.2;
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};
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};
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@ -358,14 +366,16 @@ class ACE_Medical_Advanced {
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.1;
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causes[] = {"falling", "vehiclecrash", "punch"};
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causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
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minDamage = 0.1;
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class Minor {
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minDamage = 0.1;
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maxDamage = 0.45;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.4;
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maxDamage = 0.7;
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bleedingRate = 0.007;
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};
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class Large {
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@ -380,14 +390,16 @@ class ACE_Medical_Advanced {
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
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minDamage = 0.1;
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class Minor {
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minDamage = 0.1;
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maxDamage = 0.3;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.3;
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maxDamage = 0.65;
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bleedingRate = 0.02;
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};
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class Large {
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@ -406,10 +418,12 @@ class ACE_Medical_Advanced {
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minDamage = 0.01;
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class Minor {
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minDamage = 0.1;
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maxDamage = 0.5;
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bleedingRate = 0.005;
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};
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class Medium {
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minDamage = 0.5;
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maxDamage = 0.7;
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bleedingRate = 0.01;
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};
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class Large {
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@ -424,10 +438,11 @@ class ACE_Medical_Advanced {
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.2;
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causes[] = {"bullet", "grenade","explosive", "shell"};
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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minDamage = 0.15;
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class Minor {
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minDamage = 0.15;
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maxDamage = 0.3;
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bleedingRate = 0.025;
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};
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class Medium {
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@ -450,10 +465,12 @@ class ACE_Medical_Advanced {
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minDamage = 0.01;
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class Minor {
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minDamage = 0.01;
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maxDamage = 0.5;
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bleedingRate = 0.01;
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};
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class Medium {
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minDamage = 0.5;
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maxDamage = 0.75;
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bleedingRate = 0.03;
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};
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class Large {
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@ -518,6 +535,9 @@ class ACE_Medical_Advanced {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class unknown {
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thresholds[] = {{0.1, 1}};
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};
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};
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};
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class Treatment {
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@ -134,9 +134,9 @@ GVAR(effectTimeBlood) = time;
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_bleeding = ACE_player call FUNC(getBloodLoss);
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// Bleeding Indicator
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if (_bleeding > 0 and GVAR(effectTimeBlood) + 6 < time) then {
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if (_bleeding > 0 and GVAR(effectTimeBlood) + 3.5 < time) then {
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GVAR(effectTimeBlood) = time;
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[500 * _bleeding] call BIS_fnc_bloodEffect;
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[600 * _bleeding] call BIS_fnc_bloodEffect;
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};
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// Blood Volume Effect
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@ -33,6 +33,13 @@ _injuryTypeInfo = missionNamespace getvariable [format[QGVAR(woundInjuryType_%1)
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// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..]
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_allInjuriesForDamageType = _injuryTypeInfo select 2;
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// It appears we are dealing with an unknown type of damage.
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if (count _allInjuriesForDamageType == 0) then {
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// grabbing the configuration for unknown damage type
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_injuryTypeInfo = missionNamespace getvariable [QGVAR(woundInjuryType_unknown),[[], false, []]];
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_allInjuriesForDamageType = _injuryTypeInfo select 2;
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};
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// find the available injuries for this damage type and damage amount
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_highestPossibleSpot = -1;
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@ -67,10 +74,7 @@ _allPossibleInjuries = [];
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// No possible wounds available for this damage type or damage amount.
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if (_highestPossibleSpot < 0) exitwith {
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// It appears we are dealing with an unknown type of damage.
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if (count _allInjuriesForDamageType == 0) then {
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};
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};
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// Administration for open wounds and ids
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@ -84,7 +88,7 @@ _woundsCreated = [];
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for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage]
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_toAddInjury = if (random(1) >= 0.5) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
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_toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));};
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_toAddClassID = _toAddInjury select 0;
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_foundIndex = -1;
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@ -12,10 +12,9 @@
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#include "script_component.hpp"
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private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage", "_defaultMinLethalDamage", "_minLethalDamage"];
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private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType", "_classDisplayName", "_subClassDisplayName", "_maxDamage", "_subClassmaxDamage", "_defaultMinLethalDamage", "_minLethalDamage"];
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_injuriesRootConfig = (configFile >> "ACE_Medical_Advanced" >> "Injuries");
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_allTypes = ["stab", "grenade", "bullet", "explosive", "shell", "punch", "vehiclecrash", "backblast", "falling", "bite", "ropeburn"];
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_allFoundDamageTypes = [];
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_configDamageTypes = (_injuriesRootConfig >> "damageTypes");
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