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Add all wound types to bandage treatment configs
Fix by adding all config entries; instead of trying to modify classname
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@ -254,7 +254,7 @@ class ACE_Medical_Actions {
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class SalineIV_500: SalineIV {
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displayName = CSTRING(Actions_Saline4_500);
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displayName = CSTRING(Actions_Saline4_500);
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items[] = {"ACE_salineIV_500"};
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};
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class SalineIV_250: SalineIV {
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@ -670,7 +670,7 @@ class ACE_Medical_Advanced {
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};
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class Treatment {
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class Bandaging {
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class FieldDressing {
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class FieldDressing {
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// How effect is the bandage for treating one wounds type injury
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effectiveness = 1;
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// What is the chance and delays (in seconds) of the treated default injury reopening
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@ -683,198 +683,296 @@ class ACE_Medical_Advanced {
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {};
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class AbrasionLarge: Abrasion {};
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class Avulsions: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionsMinor: Avulsions {};
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class AvulsionsMedium: Avulsions {};
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class AvulsionsLarge: Avulsions {};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.2;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMinor: CrushWound {};
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class CrushWoundMedium: CrushWound {};
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class CrushWoundLarge: CrushWound {};
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class Cut: Abrasion {
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effectiveness = 0.4;
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reopeningChance = 0.5;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 260;
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};
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class CutMinor: Cut {};
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class CutMedium: Cut {};
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class CutLarge: Cut {};
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class Laceration: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class LacerationMinor: Laceration {};
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class LacerationMedium: Laceration {};
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class LacerationLarge: Laceration {};
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class velocityWound: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {};
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class velocityWoundMedium: velocityWound {};
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class velocityWoundLarge: velocityWound {};
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class punctureWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {};
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class punctureWoundLarge: punctureWound {};
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};
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class PackingBandage: fieldDressing {
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class Abrasion {
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class Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {};
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class AbrasionLarge: Abrasion {};
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class Avulsions: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionsMinor: Avulsions {};
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class AvulsionsMedium: Avulsions {};
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class AvulsionsLarge: Avulsions {};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.2;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMinor: CrushWound {};
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class CrushWoundMedium: CrushWound {};
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class CrushWoundLarge: CrushWound {};
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class Cut: Abrasion {
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effectiveness = 0.2;
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reopeningChance = 0.6;
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reopeningMinDelay = 30;
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reopeningMaxDelay = 260;
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};
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class CutMinor: Cut {};
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class CutMedium: Cut {};
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class CutLarge: Cut {};
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class Laceration: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class LacerationMinor: Laceration {};
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class LacerationMedium: Laceration {};
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class LacerationLarge: Laceration {};
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class velocityWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {};
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class velocityWoundMedium: velocityWound {};
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class velocityWoundLarge: velocityWound {};
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class punctureWound: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {};
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class punctureWoundLarge: punctureWound {};
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};
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class ElasticBandage: fieldDressing {
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class Abrasion {
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class Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {};
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class AbrasionLarge: Abrasion {};
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class Avulsions: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.4;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionsMinor: Avulsions {};
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class AvulsionsMedium: Avulsions {};
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class AvulsionsLarge: Avulsions {};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWoundMinor: CrushWound {};
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class CrushWoundMedium: CrushWound {};
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class CrushWoundLarge: CrushWound {};
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class Cut: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.2;
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reopeningMinDelay = 10;
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reopeningMaxDelay = 400;
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};
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class CutMinor: Cut {};
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class CutMedium: Cut {};
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class CutLarge: Cut {};
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class Laceration: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class LacerationMinor: Laceration {};
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class LacerationMedium: Laceration {};
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class LacerationLarge: Laceration {};
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class velocityWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {};
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class velocityWoundMedium: velocityWound {};
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class velocityWoundLarge: velocityWound {};
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class punctureWound: Abrasion {
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effectiveness = 0.85;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {};
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class punctureWoundLarge: punctureWound {};
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};
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class QuikClot: fieldDressing {
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class Abrasion {
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class Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {};
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class AbrasionLarge: Abrasion {};
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class Avulsions: Abrasion {
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effectiveness = 0.2;
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reopeningChance = 0.1;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 350;
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};
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class AvulsionsMinor: Avulsions {};
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class AvulsionsMedium: Avulsions {};
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class AvulsionsLarge: Avulsions {};
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class Contusion: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWoundMinor: CrushWound {};
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class CrushWoundMedium: CrushWound {};
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class CrushWoundLarge: CrushWound {};
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class Cut: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.2;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 400;
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};
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class CutMinor: Cut {};
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class CutMedium: Cut {};
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class CutLarge: Cut {};
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class Laceration: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class LacerationMinor: Laceration {};
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class LacerationMedium: Laceration {};
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class LacerationLarge: Laceration {};
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class velocityWound: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.1;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {};
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class velocityWoundMedium: velocityWound {};
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class velocityWoundLarge: velocityWound {};
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class punctureWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.1;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {};
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class punctureWoundLarge: punctureWound {};
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};
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};
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@ -40,21 +40,6 @@ if (isClass (_config >> _bandage)) then {
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ACE_LOGWARNING_2("No config for bandage [%1] config base [%2]", _bandage, _config);
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};
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if (!isClass (_config >> _className)) then {
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TRACE_1("Could Not Find Wound Type, trying base class - not minor/major/large", _className);
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switch (true) do {
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case ((_className select [((count _className) - (count "Minor")) max 0]) == "Minor"): {
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_className = _className select [0, ((count _className) - (count "Minor"))];
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};
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case ((_className select [((count _className) - (count "Medium")) max 0]) == "Medium"): {
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_className = _className select [0, ((count _className) - (count "Medium"))];
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};
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case ((_className select [((count _className) - (count "Large")) max 0]) == "Large"): {
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_className = _className select [0, ((count _className) - (count "Large"))];
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};
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};
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TRACE_1("Changed to",_className);
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};
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if (isClass (_config >> _className)) then {
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_woundTreatmentConfig = (_config >> _className);
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if (isNumber (_woundTreatmentConfig >> "reopeningChance")) then {
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@ -50,21 +50,6 @@ _exit = false;
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_className = GVAR(woundClassNames) select _classID;
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// Check if this wound type has attributes specified for the used bandage
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if (!isClass (_config >> _className)) then {
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TRACE_1("Could Not Find Wound Type, trying base class - not minor/major/large", _className);
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switch (true) do {
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case ((_className select [((count _className) - (count "Minor")) max 0]) == "Minor"): {
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_className = _className select [0, ((count _className) - (count "Minor"))];
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};
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case ((_className select [((count _className) - (count "Medium")) max 0]) == "Medium"): {
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_className = _className select [0, ((count _className) - (count "Medium"))];
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};
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case ((_className select [((count _className) - (count "Large")) max 0]) == "Large"): {
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_className = _className select [0, ((count _className) - (count "Large"))];
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};
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};
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TRACE_1("Changed to",_className);
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};
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if (isClass (_config >> _className)) then {
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// Collect the effectiveness from the used bandage for this wound type
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_woundTreatmentConfig = (_config >> _className);
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