Commit Graph

54 Commits

Author SHA1 Message Date
pterolatypus
c949a07c83
Medical Engine - Apply damage to the correct hitpoint (#7415)
* HandleDamage uses armour values to determine which hitpoint was damaged

* Tidied up comments

* Newlines

* Tabs? In MY code?!

* Added uniform caching and option to force disable caching

* Review suggestions

* Review suggestions/code style

* Spelling and select

* Removed unnecessary validity check

* Apply suggestions from code review

Co-Authored-By: commy2 <commy-2@gmx.de>

* Tweaks and optimisations, removed _noCache

Also fixed cache nil vs empty

* Different approach with fewer loops
Lookup is now done per-hitpoint and default values cached
fnc_getItemArmor made a helper function as it's now only a few lines

* Tabs & newlines

* Moved uniform logic inside helper function

* Optimisations

* Tweaks & optimisations, improved formatting

* Ignore explosionShielding

* Moved getArmor back to separate func, add per-unit caching

* Formatting

* Review suggestions

Co-authored-by: commy2 <commy-2@gmx.de>
2020-02-28 17:54:53 +01:00
Rutger "RedBery" Meijering
d6753250d1
Fixes typo in splint comparison (#7518) 2020-02-22 14:09:04 -06:00
PabstMirror
f9d181c72e
Medical - Fix addDamageToUnit (#7247) 2019-10-20 16:48:26 -05:00
PabstMirror
a71879ccea
Medical - Increase severity of falling damage and Improve non-selectionSpecific wounds (#7214)
* Medical - Increase severity of falling damage

* Improve non-selectionSpecific wounds

* Use macros for hitpoint indexes
2019-10-08 10:44:49 -05:00
PabstMirror
edd5c44853
Medical - Improve loading/unloading of unconc patients (#7109)
* Medical - Improve loading/unloading of unconc patients

* Update fnc_loadPersonLocal.sqf

* Multi-line

* Formating

* Update fnc_loadUnit.sqf
2019-09-05 15:56:53 -05:00
PabstMirror
ded81418e6
Medical Engine - Report any fatal head damage (#7103) 2019-07-16 13:00:28 -05:00
mharis001
08a7d2706e Add wounds var macros (#7058) 2019-06-22 13:36:27 -05:00
mharis001
44050df98b Medical Treatment - Modernize and Cleanup (#6933)
* Modernize and cleanup medical_treatment

* One line for each old public function

* Fix litterCleanupDelay name

* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* fix merge for renamed files

* Fixes and code review changes

* Move medical logs clearing to treatment

* More cleanup work

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Fix args for setDead call in actionPlaceInBodyBag

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn

* Fix merge

* Add PAK time coefficient setting

* Fix medication

* Add ace_medical_replacementItems config array

* checkItems performance improvement

* Treatment - cap max animation speed (#6995)

* Treatment - cap max animation speed

and add lock to prevent AF from reseting anim

* Update fnc_getBandageTime.sqf

* Use local version of setAnimSpeedCoef

* Revert "Use local version of setAnimSpeedCoef"

This reverts commit 36c22a9047.

* Move replacementItems compiling to preInit

* Improve replacementItems compiling

* Cleanup splint functions, use macros for fractures

* Rename splintCondition to canSplint

* Add cprCreatesPulse setting

* Cleanup remaining functions

* Capitalize stringtable entry names

* getStitchTime function and fix treatment locations

* Update addons/medical_treatment/functions/fnc_getHealTime.sqf

Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 10:31:46 -05:00
PabstMirror
e56cc0d74e
Limping / Splint Treatment (#6947)
* Improve adjustment calcs / wound blood loss / medications

fix func descriptions

Calc wound blood loss on events

reorder includes so scritpmacroMed has global effect

trivial optimization for getCardiacOutput

Fix var

Fix wounds not reopening (nil _category)

Fix surgical kit inherting canBandage conditional

debug hitpoints

Update ACE_Medical_Treatment_Actions.hpp

Use woundBleeding for IS_BLEEDING macro

rework medication vars

comments

Reset var in init / fullHeal

Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* Change wound data array

Drop unique id and merge classId and category

* Splinting and treatment and gui

* Add arm fractures and aim effects

* localizations and event

* fix

* cleanup

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* formating, rename bone images

* Apply suggestions from code review

Co-Authored-By: PabstMirror <pabstmirror@gmail.com>

* disable calls to extension

* Update fnc_onMedicationUsage.sqf

* Medical - Skip unneeded setVars on initUnit (#6949)

*  Medical - Transfer state machine state on locality (#6950)

* Medical - Transfer state machine state on locality

* Fix feedback isUnconscious var

* Exclude AI

* Make UAV excludes consistant, formating

* Update fnc_treatmentFullHealLocal.sqf

* reset fractures on respawn
2019-05-11 23:13:59 -05:00
commy2
64e640bcf2 revert a variable 2019-05-03 17:09:16 +02:00
commy2
744b9778df temporarily re-allowDamage when using setHit(PointDamage) 2019-05-03 17:03:17 +02:00
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
PabstMirror
f2b9bf3a17 Update headers 2019-03-30 11:07:54 -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
cc11ad051d Formatting. Lazy eval 2019-03-21 14:34:51 +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
SilentSpike
34eb5553ea
Move scream and moan sounds to medical feedback (#6438)
* 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
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
382028e662 Fix updating body part visuals (#5141) 2017-06-08 13:50:38 -05:00
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
PabstMirror
97ec22bd9a Switch heartbeat to waitAndExec, allow switching pain settings 2017-02-18 22:11:40 -06:00
ulteq
78bfc0c26d Simplified damage storage 2016-12-08 11:38:43 +01:00
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
f2dfc6dc0e fixes, tweaks 2016-10-13 20:17:21 +02:00
commy2
5965326ca1 merge basic and adv. bandage actions 2016-10-13 09:47:52 +02:00
commy2
fd6e46b622 make waking up rocket soldier kneel not stand 2016-10-13 01:42:32 +02:00
commy2
e38845bf45 add ace_kill event handler 2016-10-12 23:20:22 +02:00
commy2
a5d070f829 blood and unconsciousness fixes 2016-10-12 21:59:32 +02:00
commy2
3521bca00b change blood texture threshold 2016-10-10 15:22:59 +02:00
commy2
b0c0156d75 reduce some overhead 2016-10-07 05:10:43 +02:00
commy2
4bc1c1db56 handle blood visuals 2016-10-07 04:21:01 +02:00
commy2
56c77fed94 prep for new pain aim sway method 2016-10-06 23:44:14 +02:00
commy2
5613ec5d5a treatment functions and unconsciousness rework 2016-10-06 00:54:57 +02:00
commy2
5875f58604 use new macro 2016-10-02 17:50:17 +02:00
commy2
c93e9e3f3b fix playSoundInjured wrong args 2016-09-30 13:03:43 +02:00
commy2
bd98e44a94 simplify 2016-09-30 11:52:05 +02:00
commy2
77f21e9441 add some more functions to engine component 2016-09-30 11:23:07 +02:00
commy2
20d00d7cd9 make units scream when they're hit 2016-09-27 21:21:44 +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