ACE3/addons/medical_damage/ACE_Medical_Injuries.hpp
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

132 lines
5.6 KiB
C++

// 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[] {{<min damage>, <max number of wounds>}, {...}}
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}};
};
};
};