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Further improved the wound merging logic
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@ -79,13 +79,16 @@ private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,
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private _createNewWound = true;
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(round(_damage * 10) / 10) == (round(_oldDamage * 10) / 10)}}) then {
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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private _oldCategory = (floor ((0 max _oldBleeding min 0.1) / 0.05));
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private _newCategory = (floor ((0 max _bleeding min 0.1) / 0.05));
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if (_oldCategory == _newCategory) exitWith {
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding);
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private _newAmountOf = _newBleeding / _oldBleeding;
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
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_x set [5, _newDamage];
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_createNewWound = false;
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};
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};
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@ -129,13 +129,16 @@ private _woundsCreated = [];
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private _createNewWound = true;
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{
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_x params ["", "_classID", "_bodyPartN", "_oldAmountOf", "_oldBleeding", "_oldDamage"];
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(round(_damage * 10) / 10) == (round(_oldDamage * 10) / 10)}}) then {
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if (_woundClassIDToAdd == _classID && {_bodyPartNToAdd == _bodyPartN && {(_damage < PENETRATION_THRESHOLD) isEqualTo (_oldDamage < PENETRATION_THRESHOLD)}}) then {
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private _oldCategory = (floor ((0 max _oldBleeding min 0.1) / 0.05));
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private _newCategory = (floor ((0 max _bleeding min 0.1) / 0.05));
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if (_oldCategory == _newCategory) exitWith {
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding);
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private _newAmountOf = _newBleeding / _oldBleeding;
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private _newAmountOf = _oldAmountOf + 1;
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_x set [3, _newAmountOf];
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private _newBleeding = (_oldAmountOf * _oldBleeding + _bleeding) / _newAmountOf;
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_x set [4, _newBleeding];
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private _newDamage = (_oldAmountOf * _oldDamage + _damage) / _newAmountOf;
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_x set [5, _newDamage];
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_createNewWound = false;
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};
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};
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