Commit Graph

23 Commits

Author SHA1 Message Date
PabstMirror
0d7709673a
Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS (#6966)
* Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS

* Keep compatibilty with old ace_medical_lastDamageSource var name
2019-04-27 14:04:31 -05:00
Rutger "RedBery" Meijering
15036d7fd8 Fixes to unconsciousness and damageTypes systems (#6589)
* Fixes BleedingCoef having impact on bloodloss KO
Fixes incorrect var in setUnconscious

* Changes method for checking if typeOfDamage is valid
Adds check for if typeOfDamage is valid to extension version of woundsHandler

* Changes collision wound location select to a weighted system to make it more lethal at faster collisions
Adds collision and drowning damage types to config (drowning has no related wounds to prevent wounds being added while drowning).

* Fixes unneeded space

* Fixes minor mistake (body damage chance should go from 1 to 0 without ever becoming negative)
2019-03-21 19:33:51 +01:00
Magnetar
89927a8b94 Missing privates. Lazy evaluation. 2019-03-17 21:26:15 +01:00
SilentSpike
11547d7ff8
Fix environmental damage sources (#6515)
* Tidy handle damage code
* Fix environmental damage conditions

- Vehicle damage would never occur because it doesn't fire all the
hitpoints
- Missing sanity check on fall damage to check that unit isn't in a
vehicle
- Getting hit by a vehicle while on foot can be detected by checking for
a shooter

* Improve collision handling

- All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity
- We don't actually care what caused the collision because they should all cause the same type of wounding
- The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check).
2018-08-15 07:57:11 +01:00
Dedmen Miller
7a0a00ea09 Cleanup using SQFLint (#6485)
* Use private
* Fix wrong spacing
* Fix wrong variable being used
* Cleanup empty line after header
* ace_common_fnc_getCountOfItem
* Remove useless _return variable
* Naming
2018-08-02 15:02:10 +01:00
Dedmen Miller
6bd8542eed Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
SilentSpike
0e50aca9d8
Add support to toggle allowDamage (#6266) 2018-07-18 19:31:29 +01:00
Bismarck
e566cbf35a Fixes damage redirection issues (#6231)
Units accumulate damage in the local variables
"ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these
vars are used is as a single-damage-event tracker, and the end result of
not resetting their value when they're done being used is that a
specific $HitXXXX can accumulate enough damage to cause the "select
wound with highest damage" code to always select _it_ for the next wound
event, even if it wasn't the primary target of the last wound event.

I.E. I get shot in the right leg badly. If I then get winged in the left
arm, that wound will end up on my right leg, because when the code runs,
it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the
wound to the right leg.
2018-07-16 23:49:06 +02:00
Glowbal
6576e5d014 Fix linting error 2018-07-15 16:28:39 +02:00
Glowbal
9d2e76e67a More component name fixes and small clean up 2018-07-15 16:24:04 +02:00
PabstMirror
f369ffaa04 Med rw handle fire damage (#5100)
* Bundle fire damage into bigger chunks

Redo #4223

* Use same values

* Decrease combine cuttoff to 0.1
2017-06-05 11:42:00 -05:00
ulteq
45aa80bed7 Fix leg damage always counted as #vehiclecrash 2016-12-07 16:39:22 +01:00
ulteq
a5ce5b4a34 Medical Rewrite - Continued (#4744) 2016-12-05 21:34:20 +01:00
commy2
347be3c222 handle vehicle crashes and add wounds for fall damage 2016-10-20 15:02:24 +02:00
commy2
0370a34672 remove some debug 2016-10-20 12:43:57 +02:00
commy2
e38845bf45 add ace_kill event handler 2016-10-12 23:20:22 +02:00
commy2
0637a7401e travis pls 2016-09-26 20:52:08 +02:00
commy2
c21323f9ed travis 2016-09-26 20:45:29 +02:00
commy2
8fd7e8335a simplify and fix medical engine damage 2016-09-26 19:59:00 +02:00
commy2
80232c39cc add todo note 2016-09-26 19:07:14 +02:00
commy2
4b9873d304 fix various issues with handleDamage engine component 2016-09-26 18:30:39 +02:00
Glowbal
811e1cd598 First set up clean up for medical rewrite 2016-09-18 12:05:36 +02:00
commy2
f793a0d8d1 merge medical engine component into medical rewrite branch 2016-07-30 14:00:42 +02:00