ACE3/addons/medical_damage/ACE_Medical_Injuries.hpp
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

133 lines
5.3 KiB
C++

// bleeding - maximum possible bleeding rate 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 = 0.25;
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 = 0.0;
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 = 0.04;
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 {
selections[] = {"All"};
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 = 0.5;
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[] = {{0.5, 5}, {0.3, 2}, {0.05, 1}};
selectionSpecific = 0;
};
class collision {
thresholds[] = {{0.5, 5}, {0.3, 2}, {0.05, 1}};
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[] = {{0.6, 4}, {0.35, 2}, {0.1, 1}};
selectionSpecific = 1;
};
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}};
};
};
};