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https://github.com/acemod/ACE3.git
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Merge branch 'medical-rewrite' of https://github.com/KoffeinFlummi/ACE3 into medical-rewrite
Conflicts: addons/medical/XEH_preInit.sqf addons/medical/functions/fnc_handleDamage.sqf
This commit is contained in:
commit
35386f19d6
@ -2,10 +2,15 @@
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ADDON = false;
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PREP(getTypeOfDamage);
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PREP(handleAirway);
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PREP(handleDamage);
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PREP(handleDamage_advanced);
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PREP(handleDamage_basic);
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PREP(handleDamage_medium);
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PREP(handleFractures);
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PREP(handleInternalInjuries);
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PREP(init);
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PREP(selectionNameToNumber);
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ADDON = true;
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31
addons/medical/functions/fnc_getTypeOfDamage.sqf
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31
addons/medical/functions/fnc_getTypeOfDamage.sqf
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@ -0,0 +1,31 @@
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/**
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* fn_getTypeOfDamage.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_typeOfProjectile","_typeOfInjury"];
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_typeOfProjectile = _this select 0;
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_typeOfInjury = switch (true) do {
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case (_typeOfProjectile isKindOf "Backblast"): {"backblast"};
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case (_typeOfProjectile iskindof "BulletBase"): {"Bullet"};
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case (_typeOfProjectile iskindof "GrenadeCore"): {"Grenade"};
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case (_typeOfProjectile iskindof "TimeBombCore"): {"Explosive"};
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case (_typeOfProjectile iskindof "MineCore"): {"Explosive"};
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case (_typeOfProjectile iskindof "FuelExplosion"): {"Explosive"};
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case (_typeOfProjectile iskindof "ShellBase"): {"Shell"};
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case (_typeOfProjectile iskindof "RocketBase"): {"Explosive"};
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case (_typeOfProjectile iskindof "MissileBase"): {"Explosive"};
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case (_typeOfProjectile iskindof "LaserBombCore"): {"Explosive"};
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case (_typeOfProjectile iskindof "BombCore"): {"Explosive"};
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case (_typeOfProjectile iskindof "Grenade"): {"Grenade"};
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case (_typeOfProjectile == "VehicleCrash"): {"VehicleCrash"};
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default {"Unknown"};
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};
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_typeOfInjury
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30
addons/medical/functions/fnc_handleAirway.sqf
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30
addons/medical/functions/fnc_handleAirway.sqf
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@ -0,0 +1,30 @@
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/**
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* fn_assignAirwayStatus.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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// We process only the head for airway.
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if (_bodyPartn != 0) exitwith {};
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if (_amountOfDamage > 0.4) then {
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if (random(1) >= 0.8) then {
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if !(_unit getvariable[QGVAR(airwayCollapsed), false]) then {
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_unit setvariable [QGVAR(airwayCollapsed), true, true];
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};
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};
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};
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@ -17,7 +17,11 @@
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#include "script_component.hpp"
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<<<<<<< HEAD
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private ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_damageReturn", "_hitPoints"];
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=======
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private ["_damageReturn", "_typeOfDamage"];
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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_unit = _this select 0;
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_selection = _this select 1;
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@ -34,6 +38,7 @@ if (typeName _projectile == "OBJECT") then {
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_this set [4, _projectile];
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};
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<<<<<<< HEAD
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// If the damage is being weird, we just tell it to fuck off.
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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if !(_selection in (_hitSelections + [""])) exitWith {0};
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@ -45,10 +50,15 @@ if (isNil QGVAR(level)) then {
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GVAR(level) = 0;
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};
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=======
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_damageReturn = (_this select 2);
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_typeOfDamage = [_this select 4] call FUNC(getTypeOfDamage)
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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if (GVAR(level) >= 0) then {
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_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_basic);
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_basic);
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};
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if (GVAR(level) >= 1) then {
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<<<<<<< HEAD
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_damageReturn = (_this + [_damageReturn]) call FUNC(handleDamage_medium);
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};
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if (GVAR(level) >= 2) then {
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@ -56,4 +66,12 @@ if (GVAR(level) >= 2) then {
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};
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if (_damageReturn < 0.01) exitWith {0};
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=======
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_medium);
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if (GVAR(level) >= 2) then {
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_damageReturn = (_this + [_damageReturn, _typeOfDamage]) call FUNC(handleDamage_advanced);
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};
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};
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>>>>>>> 596d018f45d34ae8f713efcd3c0c3c2e3156af07
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_damageReturn
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@ -0,0 +1,19 @@
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private ["_unit","_selectionName","_amountOfDamage","_sourceOfDamage","_typeOfProjectile","_typeOfDamage"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfProjectile = _this select 4;
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_returnDamage = _this select 5;
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_typeOfDamage = _this select 6; //[_typeOfProjectile] call FUNC(getTypeOfDamage);
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if (GVAR(enableAirway)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleAirway);
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};
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if (GVAR(enableFractures)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleFractures);
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};
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if (GVAR(enableInternalBleeding)) then {
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[_unit,_selectionName,_amountOfDamage,_sourceOfDamage, _typeOfDamage] call FUNC(handleInternalInjuries);
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};
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_returnDamage;
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67
addons/medical/functions/fnc_handleFractures.sqf
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67
addons/medical/functions/fnc_handleFractures.sqf
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@ -0,0 +1,67 @@
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/**
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* fn_assignFractures.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn", "_fractures", "_fractureType"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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_fractureType = 1;
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if (_amountOfDamage > 0.05) then {
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// TODO specify fractures based off typeOfInjury details better.
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switch (_typeOfDamage) do {
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case "Bullet": {
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_fractureType = round(random(2));
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};
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case "Grenade": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Explosive": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Shell": {
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_fractureType = round(random(2));
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if (_fractureType < 1) then {
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_fractureType = 1;
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};
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};
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case "Unknown": {
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_fractureType = round(random(1));
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};
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case "VehicleCrash": {
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_fractureType = round(random(0));
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};
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default {
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_fractureType = round(random(1));
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};
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};
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private ["_fractures", "_fractureID", "_amountOf"];
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_fractures = _unit getvariable[QGVAR(fractures), []];
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_fractureID = 1;
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_amountOf = count _fractures;
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if (_amountOf > 0) then {
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_fractureID = (_fractures select (_amountOf - 1) select 0) + 1;
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};
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_fractures pushback [_fractureID, _fractureType, _bodyPartn, 1 /* percentage treated */];
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_unit setvariable [GVAR(fractures), _fractures, true];
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};
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21
addons/medical/functions/fnc_handleInternalInjuries.sqf
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21
addons/medical/functions/fnc_handleInternalInjuries.sqf
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@ -0,0 +1,21 @@
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/**
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* fn_assignFractures.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit", "_selectionName", "_amountOfDamage", "_sourceOfDamage", "_typeOfDamage", "_bodyPartn"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_amountOfDamage = _this select 2;
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_sourceOfDamage = _this select 3;
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_typeOfDamage = _this select 4;
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_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
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// TODO implement internal injuries
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13
addons/medical/functions/fnc_selectionNameToNumber.sqf
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13
addons/medical/functions/fnc_selectionNameToNumber.sqf
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@ -0,0 +1,13 @@
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/**
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* fn_getBodyPartNumber.sqf
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* @Descr: N/A
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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(["head","body","hand_l","hand_r","leg_l","leg_r"] find (_this select 0));
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