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>
This commit is contained in:
pterolatypus 2022-05-17 17:54:05 +01:00 committed by GitHub
parent fa45e8b7cb
commit bf8aa1ab7f
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@ -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;