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Tweak randomness for wound bleeding and pain (#5113)
* Tweak randomness for wound bleeding and pain * Scale damage to bodyPartDamage on multi part wounds
This commit is contained in:
parent
f98b268419
commit
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@ -16,7 +16,7 @@ class ACE_Medical_Injuries {
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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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// 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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class Avulsion {
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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bleeding = 0.5;
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bleeding = 0.25;
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pain = 1.0;
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pain = 1.0;
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minDamage = 0.01;
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minDamage = 0.01;
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causeLimping = 1;
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causeLimping = 1;
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@ -32,7 +32,7 @@ class ACE_Medical_Injuries {
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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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// 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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class Crush {
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causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
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causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
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bleeding = 0.1;
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bleeding = 0.05;
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pain = 0.8;
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pain = 0.8;
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minDamage = 0.1;
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minDamage = 0.1;
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causeLimping = 1;
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causeLimping = 1;
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@ -55,7 +55,7 @@ class ACE_Medical_Injuries {
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// 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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// 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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class VelocityWound {
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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bleeding = 1.0;
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bleeding = 0.5;
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pain = 0.9;
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pain = 0.9;
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minDamage = 0.35;
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minDamage = 0.35;
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causeLimping = 1;
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causeLimping = 1;
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@ -63,7 +63,7 @@ class ACE_Medical_Injuries {
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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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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class PunctureWound {
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causes[] = {"stab", "grenade"};
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causes[] = {"stab", "grenade"};
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bleeding = 0.1;
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bleeding = 0.05;
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pain = 0.4;
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pain = 0.4;
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minDamage = 0.02;
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minDamage = 0.02;
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causeLimping = 1;
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causeLimping = 1;
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@ -15,8 +15,6 @@
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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#define MATH_E 2.71828182846
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params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
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params ["_unit", "_bodyPart", "_damage", "_typeOfDamage"];
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TRACE_5("start",_unit,_bodyPart,_damage,_typeOfDamage);
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TRACE_5("start",_unit,_bodyPart,_damage,_typeOfDamage);
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@ -39,45 +37,48 @@ private _woundsCreated = [];
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call compile _extensionOutput;
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call compile _extensionOutput;
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// todo: Make the pain and bleeding calculations part of the extension again
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// todo: Make the pain and bleeding calculations part of the extension again
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private _woundDamage = _damage / ((count _woundsCreated) max 1); // If the damage creates multiple wounds
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private _painLevel = 0;
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private _painLevel = 0;
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private _critialDamage = false;
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private _critialDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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{
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{
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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_x params ["", "_woundClassIDToAdd", "_bodyPartNToAdd", "", "_bleeding"];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = linearConversion [0, 20, _damage, 0.5, 30, true];
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private _nastinessLikelihood = linearConversion [0, 20, _woundDamage, 0.5, 30, true];
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private _bloodiness = 0.01 + 0.99 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
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private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
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private _painfullness = 0.05 + 0.95 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
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private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
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_bleeding = _bleeding * _bloodiness;
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TRACE_3("",_nastinessLikelihood,_bleedingModifier,_painModifier);
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// wound category (minor, medium, large)
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_bleeding = _bleeding * _bleedingModifier;
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private _category = floor ((0 max _bleeding min 0.1) / 0.05);
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private _pain = (((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painModifier);
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_painLevel = _painLevel + _pain;
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// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
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private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
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_x set [4, _bleeding];
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_x set [4, _bleeding];
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_x set [5, _damage];
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_x set [5, _woundDamage];
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_x set [6, _category];
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_x set [6, _category];
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private _pain = ((GVAR(woundsData) select _woundClassIDToAdd) select 3) * _painfullness;
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_painLevel = _painLevel max _pain;
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_damage > PENETRATION_THRESHOLD}}) then {
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
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_critialDamage = true;
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_critialDamage = true;
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};
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};
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#ifdef DEBUG_MODE_FULL
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_woundDamage * 100) / 100, _woundDamage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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#endif
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#endif
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if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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if (_bodyPartNToAdd == 0 && {_woundDamage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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};
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// todo `forceWalk` based on leg damage
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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if (_causeLimping == 1 && {_woundDamage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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};
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@ -85,13 +86,13 @@ private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,
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private _createNewWound = true;
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private _createNewWound = true;
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{
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_oldCategory == _category) exitWith {
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if (_oldCategory == _category) exitWith {
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private _newAmountOf = _oldAmountOf + 1;
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
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private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
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_x set [5, _newDamage];
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_x set [5, _newDamage];
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_createNewWound = false;
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_createNewWound = false;
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};
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};
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@ -107,12 +108,11 @@ _unit setVariable [QEGVAR(medical,openWounds), _openWounds, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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_unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
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if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
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[_unit] call EFUNC(medical,handleIncapacitation);
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[_unit] call EFUNC(medical,handleIncapacitation);
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};
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};
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
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TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
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@ -76,8 +76,10 @@ private _critialDamage = false;
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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private _woundsCreated = [];
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private _woundsCreated = [];
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{
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{
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if (_x select 0 <= _damage) exitWith {
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_x params ["_thresholdMinDam", "_thresholdWoundCount"];
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for "_i" from 0 to ((_x select 1)-1) do {
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if (_thresholdMinDam <= _damage) exitWith {
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private _woundDamage = _damage / (_thresholdWoundCount max 1); // If the damage creates multiple wounds
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for "_i" from 0 to (_thresholdWoundCount-1) do {
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// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
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// Find the injury we are going to add. Format [ classID, allowdSelections, bleedingRate, injuryPain]
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private _oldInjury = if (random 1 >= 0.85) then {
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private _oldInjury = if (random 1 >= 0.85) then {
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_woundTypes select _highestPossibleSpot
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_woundTypes select _highestPossibleSpot
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@ -89,42 +91,44 @@ private _woundsCreated = [];
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private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
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private _bodyPartNToAdd = [floor random 6, _bodyPartN] select _isSelectionSpecific; // 6 == count ALL_BODY_PARTS
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _damage];
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_bodyPartDamage set [_bodyPartNToAdd, (_bodyPartDamage select _bodyPartNToAdd) + _woundDamage];
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// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
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// Create a new injury. Format [ID, classID, bodypart, percentage treated, bleeding rate]
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_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
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_injury = [_woundID, _woundClassIDToAdd, _bodyPartNToAdd, 1, _injuryBleedingRate];
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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// The higher the nastiness likelihood the higher the change to get a painful and bloody wound
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private _nastinessLikelihood = linearConversion [0, 20, _damage, 0.5, 30, true];
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private _nastinessLikelihood = linearConversion [0, 20, (_woundDamage / _thresholdWoundCount), 0.5, 30, true];
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private _bloodiness = 0.01 + 0.99 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
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private _bleedingModifier = 0.25 + 8 * exp ((random [-4.5, -5, -6]) / _nastinessLikelihood);
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private _painfullness = 0.05 + 0.95 * MATH_E ^ (-(random 30) / _nastinessLikelihood);
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private _painModifier = 0.05 + 2 * exp (-2 / _nastinessLikelihood);
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_bleeding = _injuryBleedingRate * _bloodiness;
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_bleeding = _injuryBleedingRate * _bleedingModifier;
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private _pain = _injuryPain * _painModifier;
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_painLevel = _painLevel + _pain;
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// wound category (minor [0..0.5], medium[0.5..1.0], large[1.0+])
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private _category = floor linearConversion [0, 1, _bleedingModifier, 0, 2, true];
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// wound category (minor, medium, large)
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// wound category (minor, medium, large)
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private _category = floor ((0 max _bleeding min 0.1) / 0.05);
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private _category = floor ((0 max _bleeding min 0.1) / 0.05);
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_injury set [4, _bleeding];
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_injury set [4, _bleeding];
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_injury set [5, _damage];
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_injury set [5, _woundDamage];
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_injury set [6, _category];
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_injury set [6, _category];
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private _pain = _injuryPain * _painfullness;
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_woundDamage > PENETRATION_THRESHOLD}}) then {
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_painLevel = _painLevel max _pain;
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if (_bodyPartNToAdd == 0 || {_bodyPartNToAdd == 1 && {_damage > PENETRATION_THRESHOLD}}) then {
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_critialDamage = true;
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_critialDamage = true;
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};
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};
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#ifdef DEBUG_MODE_FULL
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#ifdef DEBUG_MODE_FULL
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_damage * 100) / 100, _damage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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systemChat format["%1, damage: %2, peneration: %3, bleeding: %4, pain: %5", _bodyPart, round(_woundDamage * 100) / 100, _woundDamage > PENETRATION_THRESHOLD, round(_bleeding * 1000) / 1000, round(_pain * 1000) / 1000];
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#endif
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#endif
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if (_bodyPartNToAdd == 0 && {_damage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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if (_bodyPartNToAdd == 0 && {_woundDamage > LETHAL_HEAD_DAMAGE_THRESHOLD}) then {
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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[QEGVAR(medical,FatalInjury), _unit] call CBA_fnc_localEvent;
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};
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};
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// todo `forceWalk` based on leg damage
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// todo `forceWalk` based on leg damage
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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private _causeLimping = (GVAR(woundsData) select _woundClassIDToAdd) select 7;
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if (_causeLimping == 1 && {_damage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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if (_causeLimping == 1 && {_woundDamage > LIMPING_DAMAGE_THRESHOLD} && {_bodyPartNToAdd > 3}) then {
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[_unit, true] call EFUNC(medical_engine,setLimping);
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[_unit, true] call EFUNC(medical_engine,setLimping);
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};
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};
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@ -132,13 +136,13 @@ private _woundsCreated = [];
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private _createNewWound = true;
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private _createNewWound = true;
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{
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage", "_oldCategory"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_woundDamage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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if (_oldCategory == _category) exitWith {
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if (_oldCategory == _category) exitWith {
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private _newAmountOf = _oldAmountOf + 1;
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
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private _newDamage = (_oldAmountOf * _oldDamage + _woundDamage) / _newAmountOf;
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_x set [5, _newDamage];
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_x set [5, _newDamage];
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_createNewWound = false;
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_createNewWound = false;
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};
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};
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@ -163,11 +167,11 @@ _unit setVariable [QEGVAR(medical,bodyPartDamage), _bodyPartDamage, true];
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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[_unit, _bodyPart] call EFUNC(medical_engine,updateBodyPartVisuals);
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[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
|
||||||
|
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
|
||||||
|
|
||||||
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
|
if (_critialDamage || {_painLevel > PAIN_UNCONSCIOUS}) then {
|
||||||
[_unit] call EFUNC(medical,handleIncapacitation);
|
[_unit] call EFUNC(medical,handleIncapacitation);
|
||||||
};
|
};
|
||||||
|
|
||||||
[_unit, _painLevel] call EFUNC(medical,adjustPainLevel);
|
|
||||||
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call EFUNC(medical_engine,playInjuredSound);
|
|
||||||
|
|
||||||
TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
|
TRACE_5("exit",_unit,_painLevel,_unit getVariable QEGVAR(medical,pain),_unit getVariable QEGVAR(medical,openWounds),_woundsCreated);
|
||||||
|
Loading…
Reference in New Issue
Block a user