class ACE_Medical_Injuries { // Defines all the possible injury types for advanced medical 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 { name = CSTRING(Abrasion); selections[] = {"All"}; bleedingRate = 0.0001; pain = 0.01; causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"}; minDamage = 0.01; class Minor { name = CSTRING(Abrasion_Minor); minDamage = 0.01; maxDamage = 0.2; bleedingRate = 0.0001; }; class Medium { name = CSTRING(Abrasion_Medium); minDamage = 0.2; maxDamage = 0.3; bleedingRate = 0.00015; }; class Large { name = CSTRING(Abrasion_Large); minDamage = 0.3; maxDamage = 0.5; bleedingRate = 0.0002; }; }; // 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 Avulsions { name = CSTRING(Avulsion); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.3; causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"}; minDamage = 0.2; class Minor { name = CSTRING(Avulsion_Minor); minDamage = 0.2; maxDamage = 0.3; bleedingRate = 0.01; }; class Medium { name = CSTRING(Avulsion_Medium); minDamage = 0.3; maxDamage = 0.6; bleedingRate = 0.02; }; class Large { name = CSTRING(Avulsion_Large); minDamage = 0.5; bleedingRate = 0.05; }; }; // 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 { name = CSTRING(Contusion); selections[] = {"All"}; bleedingRate = 0.0; pain = 0.05; causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"}; minDamage = 0.01; maxDamage = 0.1; class Minor { name = CSTRING(Contusion_Minor); minDamage = 0.01; maxDamage = 0.1; }; class Medium { name = CSTRING(Contusion_Medium); minDamage = 0.1; maxDamage = 0.15; }; class Large { name = CSTRING(Contusion_Large); minDamage = 0.15; maxDamage = 0.2; }; }; // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. class CrushWound { name = CSTRING(Crush); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.1; causes[] = {"falling", "vehiclecrash", "punch", "unknown"}; minDamage = 0.1; class Minor { name = CSTRING(Crush_Minor); minDamage = 0.1; maxDamage = 0.45; bleedingRate = 0.005; }; class Medium { name = CSTRING(Crush_Medium); minDamage = 0.4; maxDamage = 0.7; bleedingRate = 0.007; }; class Large { name = CSTRING(Crush_Large); minDamage = 0.6; bleedingRate = 0.0095; }; }; // 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 { name = CSTRING(Cut); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"}; minDamage = 0.1; class Minor { name = CSTRING(Cut_Minor); minDamage = 0.1; maxDamage = 0.3; bleedingRate = 0.005; }; class Medium { name = CSTRING(Cut_Medium); minDamage = 0.3; maxDamage = 0.65; bleedingRate = 0.02; }; class Large { name = CSTRING(Cut_Large); minDamage = 0.65; bleedingRate = 0.05; }; }; // 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 { name = CSTRING(Laceration); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"vehiclecrash", "punch"}; minDamage = 0.01; class Minor { name = CSTRING(Laceration_Minor); minDamage = 0.1; maxDamage = 0.5; bleedingRate = 0.005; }; class Medium { name = CSTRING(Laceration_Medium); minDamage = 0.5; maxDamage = 0.7; bleedingRate = 0.01; }; class Large { name = CSTRING(Laceration_Large); minDamage = 0.7; bleedingRate = 0.03; }; }; // 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 { name = CSTRING(VelocityWound); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.2; causes[] = {"bullet", "grenade","explosive", "shell", "unknown"}; minDamage = 0.15; class Minor { name = CSTRING(VelocityWound_Minor); minDamage = 0.15; maxDamage = 0.3; bleedingRate = 0.025; }; class Medium { name = CSTRING(VelocityWound_Medium); minDamage = 0.3; maxDamage = 0.75; bleedingRate = 0.05; }; class Large { name = CSTRING(VelocityWound_Large); minDamage = 0.75; bleedingRate = 0.1; }; }; // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. class punctureWound { name = CSTRING(PunctureWound); selections[] = {"All"}; bleedingRate = 0.01; pain = 0.075; causes[] = {"stab", "grenade"}; minDamage = 0.01; class Minor { name = CSTRING(PunctureWound_Minor); minDamage = 0.01; maxDamage = 0.5; bleedingRate = 0.01; }; class Medium { name = CSTRING(PunctureWound_Medium); minDamage = 0.5; maxDamage = 0.75; bleedingRate = 0.03; }; class Large { name = CSTRING(PunctureWound_Large); minDamage = 0.65; bleedingRate = 0.08; }; }; }; class fractures { class Femur { name = CSTRING(Femur); selections[] = {"Head", "Body"}; pain = 0.2; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; minDamage = 0.5; }; }; class damageTypes { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; lethalDamage = 0.01; 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[] = {{0.25, 5}, {0.05, 1}}; selectionSpecific = 0; lethalDamage = 0.2; }; class backblast { thresholds[] = {{1, 6}, {0.55, 5}, {0, 2}}; selectionSpecific = 0; lethalDamage = 1; }; class stab { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class punch { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class falling { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; lethalDamage = 0.4; }; class ropeburn { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class unknown { thresholds[] = {{0.1, 1}}; }; }; };