Dedmen Miller
6bd8542eed
Move #includes before function headers ( #6484 )
2018-07-30 10:22:14 +01:00
SilentSpike
2ea7c349ca
Add possibility for lethal organ damage ( #6277 )
...
* Change fatal injury to emulate lethal organ damage
2018-07-29 21:19:04 +01:00
Thomas Kooi
604fa0e4cb
Fix some script errors on medical rewrite ( #6450 )
2018-07-18 22:50:03 +02:00
SilentSpike
34eb5553ea
Move scream and moan sounds to medical feedback ( #6438 )
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* Move scream and moan sounds to medical feedback
* Move vanilla feedback overrides to medical feedback
* Update all function calls
* Use events to avoid a dependency
2018-07-18 19:21:27 +01:00
SilentSpike
4466f9e785
Strip medical component ( #6442 )
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* Move litter to `treatment`
* Move eden object attributes to `treatment`
* Move treatment items to `treatment`
* Move bodybag handling to `treatment`
* Move state conditions to `statemachine`
* Move radio addon handling to `feedback`
* Move medical macros to `engine`
* Move medical extension to `damage`
* Fix texture and material paths after move
* Remove duplicate medical menu config
* Remove old faction class
* Remove a bunch of old code
2018-07-18 19:13:25 +01:00
Thomas Kooi
c9c8d25017
Move vitals loop statemachine events into switch statement ( #6443 )
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- Induce cardiac arrest if unit blood volume drops below half
2018-07-18 11:09:09 +01:00
Glowbal
9d2e76e67a
More component name fixes and small clean up
2018-07-15 16:24:04 +02:00
SilentSpike
1dc934e1b1
Use macros for unit variables
...
Improves the way medical is storing variables in object space by having
a common list of variables names as macros. Makes the code a bit cleaner
and ensured consistency across components. Also a handy reference for
when working on medical to see what values are all stored.
2018-05-11 15:28:25 +01:00
SilentSpike
e0503129f0
Use blood bolume status macros
2018-05-10 17:44:02 +01:00
PabstMirror
382028e662
Fix updating body part visuals ( #5141 )
2017-06-08 13:50:38 -05:00
PabstMirror
25a28778cb
Tweak randomness for wound bleeding and pain ( #5113 )
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* Tweak randomness for wound bleeding and pain
* Scale damage to bodyPartDamage on multi part wounds
2017-06-05 11:51:53 -05:00
PabstMirror
6464883852
misc cleanup, 1 sec min delay for vital loop
2017-04-22 10:57:32 -05:00
PabstMirror
d403f20d71
Adjust addDamageToUnit for rewrite
2017-03-06 15:06:01 -06:00
ulteq
e817e13cfd
Only call 'handleIncapacitation' when it makes sense
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* Minor injuries should not trigger incapacitation
2016-12-14 21:02:24 +01:00
ulteq
a2b964a993
Fixed bandage config lookup
2016-12-14 18:04:56 +01:00
ulteq
0a81baf498
Better and simpler bleeding rate calculation
2016-12-09 14:11:07 +01:00
ulteq
31bc54ff33
Further improved the wound merging logic
2016-12-09 10:55:24 +01:00
ulteq
3b82510751
Merge new wounds into existing wounds whenever possible
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* Todo: separate 'amountOf' into two variables (wound count and bandage percentage)
2016-12-08 12:59:30 +01:00
ulteq
78bfc0c26d
Simplified damage storage
2016-12-08 11:38:43 +01:00
ulteq
a5ce5b4a34
Medical Rewrite - Continued ( #4744 )
2016-12-05 21:34:20 +01:00
commy2
1ea2a72f20
don't play scream by addPain function
2016-10-11 19:29:44 +02:00
commy2
2ad7c4c4ea
add addPain function, cap pain
2016-10-10 16:44:03 +02:00
commy2
4bc1c1db56
handle blood visuals
2016-10-07 04:21:01 +02:00
commy2
5613ec5d5a
treatment functions and unconsciousness rework
2016-10-06 00:54:57 +02:00
commy2
20d00d7cd9
make units scream when they're hit
2016-09-27 21:21:44 +02:00
commy2
5e35204811
woundHandler(SQF), fixes, improvements, more consistent variable naming
2016-09-27 17:29:49 +02:00
commy2
4b9873d304
fix various issues with handleDamage engine component
2016-09-26 18:30:39 +02:00
Glowbal
27314c34b1
fix treatment functionality
2016-09-18 22:58:56 +02:00
Glowbal
7691af47f3
Further clean up
2016-09-18 13:33:22 +02:00
Glowbal
3aa88c80bf
Add first step in medical rewrite
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Split up medical core and medical damage. Move out all other functionality
2016-06-30 17:33:29 +02:00