Medical - Cleanup refs to hdBracket (#10064)

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PabstMirror 2024-06-11 12:37:43 -05:00 committed by GitHub
parent 59af3e1f6d
commit 70b0a4c434
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2 changed files with 2 additions and 9 deletions

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@ -53,7 +53,7 @@ if (!_structuralDamage) then {
};
TRACE_6("Received hit",_hitpoint,_ammo,_newDamage,_realDamage,_directHit,_context);
// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Drowning doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
// Damage occurs in consistent increments
if (
_structuralDamage &&
@ -71,7 +71,7 @@ private _vehicle = objectParent _unit;
private _inVehicle = !isNull _vehicle;
private _environmentDamage = _ammo == "";
// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Crashing a vehicle doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
if (
EGVAR(medical,enableVehicleCrashes) &&

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@ -20,13 +20,6 @@
// This used to take the armor values as parameters; it now inherits the values
// of `armor`, `passThrough` and `explosionShielding` from the existing hitpoints
// for vanilla consistency.
// "ACE_HDBracket" is a special hit point. It is designed in a way where the
// "HandleDamage" event handler will compute it at the end of every damage
// calculation step. This way we can figure out which hit point took the most
// damage from one projectile and should be receiving the ACE medical wound.
// the hit point itself should not take any damage
// It is important that the "ACE_HDBracket" hit point is the last in the config,
// but has the same selection as the first one (always "HitHead" for soldiers).
#define ADD_ACE_HITPOINTS\
class HitLeftArm: HitHands {\
material = -1;\