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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 bdeb347ea9
)
* Tweaked thresholds a bit more
* Removed collision handler
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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@ -193,25 +193,40 @@ class ACE_Medical_Injuries {
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};
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};
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};
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};
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class collision {
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class collision {
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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
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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
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selectionSpecific = 0;
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selectionSpecific = 0;
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class Abrasion {
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weighting[] = {{0.30, 0}, {0.30, 1}};
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};
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class Avulsion {
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class Avulsion {
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weighting[] = {{1, 2}, {0.5, 0.5}, {0.5, 0}};
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weighting[] = {{1, 2}, {0.5, 0.5}, {0.5, 0}};
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};
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};
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class Abrasion {
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weighting[] = {{0.4, 0}, {0.2, 1}, {0, 0}};
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};
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class Contusion {
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class Contusion {
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weighting[] = {{0.35, 0}, {0.35, 1}};
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weighting[] = {{0.4, 0}, {0.2, 1}};
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};
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};
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class Crush {
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class Crush {
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weighting[] = {{0.1, 1}, {0.1, 0}};
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weighting[] = {{0.4, 1}, {0.2, 0}};
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};
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};
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class Cut {
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class Cut {
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weighting[] = {{0.1, 1}, {0.1, 0}};
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weighting[] = {{0.1, 1}, {0.1, 0}};
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};
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};
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class Laceration {
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class Laceration {
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};
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};
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class falling {
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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
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selectionSpecific = 0;
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class Abrasion {
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weighting[] = {{0.4, 0}, {0.2, 1}, {0, 0}};
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sizeMultiplier = 3;
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};
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class Contusion {
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weighting[] = {{0.4, 0}, {0.2, 1}};
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sizeMultiplier = 3;
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};
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class Crush {
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weighting[] = {{0.4, 1}, {0.2, 0}};
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sizeMultiplier = 1.5;
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};
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};
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};
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};
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class backblast {
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class backblast {
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@ -250,19 +265,6 @@ class ACE_Medical_Injuries {
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};
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};
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};
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};
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class falling {
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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
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selectionSpecific = 0;
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class Abrasion {
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weighting[] = {{0.30, 0}, {0.30, 1}};
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};
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class Contusion {
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weighting[] = {{0.35, 0}, {0.35, 1}};
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};
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class Crush {
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weighting[] = {{0.1, 1}, {0.1, 0}};
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};
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};
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class ropeburn {
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class ropeburn {
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thresholds[] = {{0.1, 1}, {0.1, 0}};
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thresholds[] = {{0.1, 1}, {0.1, 0}};
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selectionSpecific = 1;
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selectionSpecific = 1;
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