Further improved the wound merging logic

This commit is contained in:
ulteq 2016-12-09 10:55:24 +01:00
parent c431a7d236
commit 31bc54ff33
2 changed files with 12 additions and 6 deletions

View File

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

View File

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