From bf8aa1ab7f375f519aa81ab3916ee250a87ceb01 Mon Sep 17 00:00:00 2001 From: pterolatypus Date: Tue, 17 May 2022 17:54:05 +0100 Subject: [PATCH] Medical Damage - Improve falling and collision damage (#8861) * Adjust wound params for falling * Tweaked thresholds for collision * Tweaked collision and added custom handling * medical_damage - cleanup woundHandler naming (#8824) * medical_damage - cleanup woundHandler naming * woundsHandlerBase (cherry picked from commit bdeb347ea9782af8f5c88861648db1d1c0408698) * Tweaked thresholds a bit more * Removed collision handler Co-authored-by: PabstMirror --- .../medical_damage/ACE_Medical_Injuries.hpp | 42 ++++++++++--------- 1 file changed, 22 insertions(+), 20 deletions(-) diff --git a/addons/medical_damage/ACE_Medical_Injuries.hpp b/addons/medical_damage/ACE_Medical_Injuries.hpp index f0f7d107d4..0b6edcb4f3 100644 --- a/addons/medical_damage/ACE_Medical_Injuries.hpp +++ b/addons/medical_damage/ACE_Medical_Injuries.hpp @@ -193,25 +193,40 @@ class ACE_Medical_Injuries { }; }; class collision { - thresholds[] = {{1.5, 3}, {1.5, 2}, {1, 2}, {1, 1}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered + thresholds[] = {{8, 4}, {1, 1}, {0.3, 1}, {0.15, 0.5}, {0, 0.3}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered selectionSpecific = 0; - class Abrasion { - weighting[] = {{0.30, 0}, {0.30, 1}}; - }; class Avulsion { weighting[] = {{1, 2}, {0.5, 0.5}, {0.5, 0}}; }; + class Abrasion { + weighting[] = {{0.4, 0}, {0.2, 1}, {0, 0}}; + }; class Contusion { - weighting[] = {{0.35, 0}, {0.35, 1}}; + weighting[] = {{0.4, 0}, {0.2, 1}}; }; class Crush { - weighting[] = {{0.1, 1}, {0.1, 0}}; + weighting[] = {{0.4, 1}, {0.2, 0}}; }; class Cut { weighting[] = {{0.1, 1}, {0.1, 0}}; }; class Laceration { - + }; + }; + class falling { + thresholds[] = {{8, 4}, {1, 1}, {0.2, 1}, {0.1, 0.7}, {0, 0.5}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered + selectionSpecific = 0; + class Abrasion { + weighting[] = {{0.4, 0}, {0.2, 1}, {0, 0}}; + sizeMultiplier = 3; + }; + class Contusion { + weighting[] = {{0.4, 0}, {0.2, 1}}; + sizeMultiplier = 3; + }; + class Crush { + weighting[] = {{0.4, 1}, {0.2, 0}}; + sizeMultiplier = 1.5; }; }; class backblast { @@ -250,19 +265,6 @@ class ACE_Medical_Injuries { }; }; - class falling { - thresholds[] = {{1.5, 3}, {1.5, 2}, {1, 2}, {1, 1}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered - selectionSpecific = 0; - class Abrasion { - weighting[] = {{0.30, 0}, {0.30, 1}}; - }; - class Contusion { - weighting[] = {{0.35, 0}, {0.35, 1}}; - }; - class Crush { - weighting[] = {{0.1, 1}, {0.1, 0}}; - }; - }; class ropeburn { thresholds[] = {{0.1, 1}, {0.1, 0}}; selectionSpecific = 1;