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Medical - Cleanup refs to hdBracket (#10064)
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@ -53,7 +53,7 @@ if (!_structuralDamage) then {
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};
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TRACE_6("Received hit",_hitpoint,_ammo,_newDamage,_realDamage,_directHit,_context);
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// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
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// Drowning doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
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// Damage occurs in consistent increments
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if (
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_structuralDamage &&
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@ -71,7 +71,7 @@ private _vehicle = objectParent _unit;
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private _inVehicle = !isNull _vehicle;
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private _environmentDamage = _ammo == "";
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// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
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// Crashing a vehicle doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
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// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
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if (
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EGVAR(medical,enableVehicleCrashes) &&
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@ -20,13 +20,6 @@
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// This used to take the armor values as parameters; it now inherits the values
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// of `armor`, `passThrough` and `explosionShielding` from the existing hitpoints
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// for vanilla consistency.
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// "ACE_HDBracket" is a special hit point. It is designed in a way where the
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// "HandleDamage" event handler will compute it at the end of every damage
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// calculation step. This way we can figure out which hit point took the most
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// damage from one projectile and should be receiving the ACE medical wound.
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// the hit point itself should not take any damage
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// It is important that the "ACE_HDBracket" hit point is the last in the config,
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// but has the same selection as the first one (always "HitHead" for soldiers).
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#define ADD_ACE_HITPOINTS\
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class HitLeftArm: HitHands {\
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material = -1;\
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