diff --git a/docs/wiki/framework/medical-framework.md b/docs/wiki/framework/medical-framework.md index 512e82c551..6aa80a0a62 100644 --- a/docs/wiki/framework/medical-framework.md +++ b/docs/wiki/framework/medical-framework.md @@ -75,9 +75,12 @@ When damage of this type is dealt, the wound handler scans through this array to For specific details, look at `ace_medical_damage_fnc_interpolatePoints`. Example: +{% raw %} ```cpp thresholds[] = {{0.7, 3}, {0.5, 2}, {0.3, 1}}; ``` +{% endraw %} + - `damage = 0.65` - 0.65 75% of the way from 0.5 to 0.7, so the interpolated value is 2.75 - this has a 75% chance to create 3 wounds, and a 25% chance to create 2 wounds @@ -95,6 +98,7 @@ This entry is used to determine the chance for a damage type to produce each wou - The damage value used is the damage _per wound_, which is the total damage divided by the number of wounds. Example: +{% raw %} ```cpp class Contusion { weighting[] = {{0.35, 0}, {0, 2}}; @@ -103,6 +107,7 @@ class VelocityWound { weighting[] = {{0.35, 2}, {0, 0}}; }; ``` +{% endraw %} - `damage = 0.6` and `nWounds = 3`, therefore `damagePerWound = 0.2` - 0.2 is 4/7 of the way from 0 to 0.35 @@ -143,6 +148,7 @@ class ACE_Medical_Injuries { ### 4.3 ACE_Medical_Injuries >> damageTypes See above for full explanations of [thresholds](#331-thresholds) and [weighting](#332-weighting). +{% raw %} ```cpp class ACE_Medical_Injuries { class damageTypes { @@ -203,6 +209,7 @@ class ACE_Medical_Injuries { }; }; ``` +{% endraw %} ## 4.4 Wound Handler Function Custom wound handlers should follow the same spec as the built-in handler: @@ -225,4 +232,4 @@ The damage elements are sorted in descending order according to how much damage ---| --------- | ----------- 0 | `player` | Unit that was hit 1 | `[[0.5, "Body", 1], [0.3, "Head", 0.6]]` | 0.5 damage to body (was 1 before armor), 0.3 damage to head (was 0.6 before armor) -2 | `"grenade"` | type grenade (non-selection-specific) \ No newline at end of file +2 | `"grenade"` | type grenade (non-selection-specific)