diff --git a/addons/medical_damage/ACE_Medical_Injuries.hpp b/addons/medical_damage/ACE_Medical_Injuries.hpp index e344823d32..f50827b216 100644 --- a/addons/medical_damage/ACE_Medical_Injuries.hpp +++ b/addons/medical_damage/ACE_Medical_Injuries.hpp @@ -4,26 +4,26 @@ class ACE_Medical_Injuries { // 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 { - name = CSTRING(Wounds_Abrasion); + name = ECSTRING(medical,Wounds_Abrasion); selections[] = {"All"}; bleedingRate = 0.0001; pain = 0.01; causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"}; minDamage = 0.01; class Minor { - name = CSTRING(Wounds_Abrasion_Minor); + name = ECSTRING(medical,Wounds_Abrasion_Minor); minDamage = 0.01; maxDamage = 0.2; bleedingRate = 0.0001; }; class Medium { - name = CSTRING(Wounds_Abrasion_Medium); + name = ECSTRING(medical,Wounds_Abrasion_Medium); minDamage = 0.2; maxDamage = 0.3; bleedingRate = 0.00015; }; class Large { - name = CSTRING(Wounds_Abrasion_Large); + name = ECSTRING(medical,Wounds_Abrasion_Large); minDamage = 0.3; maxDamage = 0.5; bleedingRate = 0.0002; @@ -31,33 +31,33 @@ class ACE_Medical_Injuries { }; // 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. class Avulsions { - name = CSTRING(Wounds_Avulsion); + name = ECSTRING(medical,Wounds_Avulsion); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.3; causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"}; minDamage = 0.2; class Minor { - name = CSTRING(Wounds_Avulsion_Minor); + name = ECSTRING(medical,Wounds_Avulsion_Minor); minDamage = 0.2; maxDamage = 0.3; bleedingRate = 0.01; }; class Medium { - name = CSTRING(Wounds_Avulsion_Medium); + name = ECSTRING(medical,Wounds_Avulsion_Medium); minDamage = 0.3; maxDamage = 0.6; bleedingRate = 0.02; }; class Large { - name = CSTRING(Wounds_Avulsion_Large); + name = ECSTRING(medical,Wounds_Avulsion_Large); minDamage = 0.5; bleedingRate = 0.05; }; }; // 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 { - name = CSTRING(Wounds_Contusion); + name = ECSTRING(medical,Wounds_Contusion); selections[] = {"All"}; bleedingRate = 0.0; pain = 0.05; @@ -65,147 +65,147 @@ class ACE_Medical_Injuries { minDamage = 0.01; maxDamage = 0.1; class Minor { - name = CSTRING(Wounds_Contusion_Minor); + name = ECSTRING(medical,Wounds_Contusion_Minor); minDamage = 0.01; maxDamage = 0.1; }; class Medium { - name = CSTRING(Wounds_Contusion_Medium); + name = ECSTRING(medical,Wounds_Contusion_Medium); minDamage = 0.1; maxDamage = 0.15; }; class Large { - name = CSTRING(Wounds_Contusion_Large); + name = ECSTRING(medical,Wounds_Contusion_Large); minDamage = 0.15; maxDamage = 0.2; }; }; // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. class CrushWound { - name = CSTRING(Wounds_Crush); + name = ECSTRING(medical,Wounds_Crush); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.1; causes[] = {"falling", "vehiclecrash", "punch", "unknown"}; minDamage = 0.1; class Minor { - name = CSTRING(Wounds_Crush_Minor); + name = ECSTRING(medical,Wounds_Crush_Minor); minDamage = 0.1; maxDamage = 0.45; bleedingRate = 0.005; }; class Medium { - name = CSTRING(Wounds_Crush_Medium); + name = ECSTRING(medical,Wounds_Crush_Medium); minDamage = 0.4; maxDamage = 0.7; bleedingRate = 0.007; }; class Large { - name = CSTRING(Wounds_Crush_Large); + name = ECSTRING(medical,Wounds_Crush_Large); minDamage = 0.6; bleedingRate = 0.0095; }; }; // 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 { - name = CSTRING(Wounds_Cut); + name = ECSTRING(medical,Wounds_Cut); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"}; minDamage = 0.1; class Minor { - name = CSTRING(Wounds_Cut_Minor); + name = ECSTRING(medical,Wounds_Cut_Minor); minDamage = 0.1; maxDamage = 0.3; bleedingRate = 0.005; }; class Medium { - name = CSTRING(Wounds_Cut_Medium); + name = ECSTRING(medical,Wounds_Cut_Medium); minDamage = 0.3; maxDamage = 0.65; bleedingRate = 0.02; }; class Large { - name = CSTRING(Wounds_Cut_Large); + name = ECSTRING(medical,Wounds_Cut_Large); minDamage = 0.65; bleedingRate = 0.05; }; }; // 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 { - name = CSTRING(Wounds_Laceration); + name = ECSTRING(medical,Wounds_Laceration); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"vehiclecrash", "punch"}; minDamage = 0.01; class Minor { - name = CSTRING(Wounds_Laceration_Minor); + name = ECSTRING(medical,Wounds_Laceration_Minor); minDamage = 0.1; maxDamage = 0.5; bleedingRate = 0.005; }; class Medium { - name = CSTRING(Wounds_Laceration_Medium); + name = ECSTRING(medical,Wounds_Laceration_Medium); minDamage = 0.5; maxDamage = 0.7; bleedingRate = 0.01; }; class Large { - name = CSTRING(Wounds_Laceration_Large); + name = ECSTRING(medical,Wounds_Laceration_Large); minDamage = 0.7; bleedingRate = 0.03; }; }; // 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. class velocityWound { - name = CSTRING(Wounds_VelocityWound); + name = ECSTRING(medical,Wounds_VelocityWound); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.2; causes[] = {"bullet", "grenade","explosive", "shell", "unknown"}; minDamage = 0.15; class Minor { - name = CSTRING(Wounds_VelocityWound_Minor); + name = ECSTRING(medical,Wounds_VelocityWound_Minor); minDamage = 0.15; maxDamage = 0.3; bleedingRate = 0.025; }; class Medium { - name = CSTRING(Wounds_VelocityWound_Medium); + name = ECSTRING(medical,Wounds_VelocityWound_Medium); minDamage = 0.3; maxDamage = 0.75; bleedingRate = 0.05; }; class Large { - name = CSTRING(Wounds_VelocityWound_Large); + name = ECSTRING(medical,Wounds_VelocityWound_Large); minDamage = 0.75; bleedingRate = 0.1; }; }; // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. class punctureWound { - name = CSTRING(Wounds_PunctureWound); + name = ECSTRING(medical,Wounds_PunctureWound); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"stab", "grenade"}; minDamage = 0.01; class Minor { - name = CSTRING(Wounds_PunctureWound_Minor); + name = ECSTRING(medical,Wounds_PunctureWound_Minor); minDamage = 0.01; maxDamage = 0.5; bleedingRate = 0.01; }; class Medium { - name = CSTRING(Wounds_PunctureWound_Medium); + name = ECSTRING(medical,Wounds_PunctureWound_Medium); minDamage = 0.5; maxDamage = 0.75; bleedingRate = 0.03; }; class Large { - name = CSTRING(Wounds_PunctureWound_Large); + name = ECSTRING(medical,Wounds_PunctureWound_Large); minDamage = 0.65; bleedingRate = 0.08; }; @@ -213,7 +213,7 @@ class ACE_Medical_Injuries { }; class fractures { class Femur { - name = CSTRING(Wounds_Femur); + name = ECSTRING(medical,Wounds_Femur); selections[] = {"Head", "Body"}; pain = 0.2; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};