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Increased the type and causes of injuries for advanced medical.
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@ -1,22 +1,45 @@
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class ACE_Medical_Treatments {
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class ACE_Medical_Actions {
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class ACE_Bandaging {
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class Basic {
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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class ACE_Bandaging {
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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requiredMedic = 0;
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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requiredMedic = 0;
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availableLevels[] = {0, 1};
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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// The time it takes for a treatment action to complete. Time is in seconds.
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availableLevels[] = {0, 1};
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treatmentTime = 5;
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// The time it takes for a treatment action to complete. Time is in seconds.
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// Item required for the action. Leave empty for no item required.
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treatmentTime = 5;
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items[] = {"ace_sampleItem"};
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// Item required for the action. Leave empty for no item required.
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// Callbacks
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items[] = {"ace_sampleItem"};
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callbackSuccess = "hint ""Success"";";
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// Callbacks
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callbackFailure = "hint ""Failure "";";
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callbackSuccess = "hint ""Success"";";
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onProgress = "";
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callbackFailure = "hint ""Failure "";";
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animationPatient = "";
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onProgress = "";
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animationCaller = "";
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animationPatient = "";
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animationCaller = "";
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};
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};
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class Advanced {
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class ACE_Bandaging {
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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availableLevels[] = {0, 1};
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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items[] = {"ace_sampleItem"};
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// Callbacks
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callbackSuccess = "hint ""Success"";";
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callbackFailure = "hint ""Failure "";";
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onProgress = "";
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animationPatient = "";
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animationCaller = "";
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};
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};
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};
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};
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};
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@ -25,18 +48,85 @@ class ACE_Medical_Advanced {
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class Injuries {
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class Injuries {
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// All the possible wounds
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// All the possible wounds
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class wounds {
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class wounds {
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class Scratch {
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// Name displayed in a diagnose or injury overview list
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// Source: Scarle
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name = "It's just a Scratch";
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// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
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// Possible selections that this injury can occur for
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class Abrasion {
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name = "Scrape";
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selections[] = {"All"};
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selections[] = {"All"};
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// How much does this injury bleed per second?
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bleedingRate = 0.01;
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bleedingRate = 0.01;
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// How much pain is present while this injury is present
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pain = 1;
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pain = 15;
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causes[] = {"falling", "ropeburn", "vehiclecrash"};
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// Possible damage causes for this injury
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minDamage = 0.01;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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};
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// Minimal amount of damage for this injury to occure
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// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
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class Avulsions {
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name = "Avulsion";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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};
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// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
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class Contusion {
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name = "Bruise";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"bullet", "backblast", "punch"};
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minDamage = 0.01;
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};
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class CrushWound {
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name = "Impacted Tissue";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"falling", "vehiclecrash", "punch"};
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minDamage = 0.1;
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};
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// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
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class Cut {
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name = "Cut";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
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minDamage = 0.1;
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};
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// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
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class Laceration {
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name = "Tear";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"punch"};
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minDamage = 0.01;
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};
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// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
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class velocityWound {
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name = "Velocity Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"bullet", "grenade","explosive", "shell"};
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minDamage = 0.15;
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};
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class punctureWound {
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name = "Puncture Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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causes[] = {"stab", "grenade"};
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minDamage = 0.01;
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minDamage = 0.01;
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};
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};
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};
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};
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@ -73,11 +163,31 @@ class ACE_Medical_Advanced {
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thresholds[] = {{0.25, 5}};
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thresholds[] = {{0.25, 5}};
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selectionSpecific = 0;
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selectionSpecific = 0;
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};
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};
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class backblast {
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thresholds[] = {{0.25, 5}};
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selectionSpecific = 0;
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};
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class stab {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class punch {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class falling {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class ropeburn {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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};
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};
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};
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};
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class Treatment {
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class Treatment {
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class Bandaging {
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class Bandaging {
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Class ACE_bandage {
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class ACE_bandage {
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// How effect is the bandage for treating one wounds type injury
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// How effect is the bandage for treating one wounds type injury
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effectiveness = 1;
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effectiveness = 1;
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// What is the chance and delays (in seconds) of the treated default injury reopening
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// What is the chance and delays (in seconds) of the treated default injury reopening
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@ -15,7 +15,7 @@
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private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType"];
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private ["_injuriesRootConfig", "_woundsConfig", "_allWoundClasses", "_amountOf", "_entry","_classType", "_selections", "_bloodLoss", "_pain","_minDamage","_causes", "_allTypes", "_damageTypesConfig", "_thresholds", "_typeThresholds", "_selectionSpecific", "_selectionSpecificType"];
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_injuriesRootConfig = (configFile >> "ACE_Medical_Advanced" >> "Injuries");
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_injuriesRootConfig = (configFile >> "ACE_Medical_Advanced" >> "Injuries");
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_allTypes = ["backblast", "bullet", "grenade", "explosive", "shell", "vehiclecrash"];
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_allTypes = ["stab", "grenade", "bullet", "explosive", "shell", "punch", "vehiclecrash", "backblast", "falling", "bite", "ropeburn"];
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_woundsConfig = (_injuriesRootConfig >> "wounds");
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_woundsConfig = (_injuriesRootConfig >> "wounds");
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_allWoundClasses = [];
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_allWoundClasses = [];
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