// bleeding - maximum possible percentage of cardiac output bled for a given wound type (0 .. 1) // pain - maximum possible pain level for a given wound type (0 .. 1) class ACE_Medical_Injuries { // Defines all the possible injury types class wounds { // Source: Scarle // Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees). class Abrasion { causes[] = {"falling", "ropeburn", "vehiclecrash", "collision", "unknown"}; bleeding = 0.001; pain = 0.4; minDamage = 0.01; maxDamage = 0.30; }; // 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. class Avulsion { causes[] = {"explosive", "vehiclecrash", "collision", "grenade", "shell", "bullet", "backblast", "bite"}; bleeding = 0.1; pain = 1.0; minDamage = 0.01; causeLimping = 1; }; // 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. class Contusion { causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "collision", "falling"}; bleeding = 0; pain = 0.3; minDamage = 0.02; maxDamage = 0.35; }; // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. class Crush { causes[] = {"falling", "vehiclecrash", "collision", "punch", "unknown"}; bleeding = 0.05; pain = 0.8; minDamage = 0.1; causeLimping = 1; causeFracture = 1; }; // 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. class Cut { causes[] = {"vehiclecrash", "collision", "grenade", "explosive", "shell", "backblast", "stab", "unknown"}; bleeding = 0.01; pain = 0.1; minDamage = 0.1; }; // 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. class Laceration { causes[] = {"vehiclecrash", "collision", "punch"}; bleeding = 0.05; pain = 0.2; minDamage = 0.01; }; // 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. class VelocityWound { causes[] = {"bullet", "grenade","explosive", "shell", "unknown"}; bleeding = 0.2; pain = 0.9; minDamage = 0.35; causeLimping = 1; causeFracture = 1; }; // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. class PunctureWound { causes[] = {"stab", "grenade"}; bleeding = 0.05; pain = 0.4; minDamage = 0.02; causeLimping = 1; }; }; class damageTypes { // thresholds[] {{, }, {...}} thresholds[] = {{0.1, 1}}; selectionSpecific = 1; class bullet { // above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it. thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class grenade { thresholds[] = {{0.1, 3}, {0, 1}}; selectionSpecific = 0; }; class explosive { thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}}; selectionSpecific = 0; }; class shell { thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}}; selectionSpecific = 0; }; class vehiclecrash { thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered selectionSpecific = 0; }; class collision { thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered selectionSpecific = 0; }; class backblast { thresholds[] = {{1, 6}, {0.55, 5}, {0, 2}}; selectionSpecific = 0; }; class stab { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class punch { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class falling { thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered selectionSpecific = 0; }; class ropeburn { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; //No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added. class drowning { thresholds[] = {{0, 0}}; }; class unknown { thresholds[] = {{0.1, 1}}; }; }; };