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c4156a6888
* Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
143 lines
5.9 KiB
C++
143 lines
5.9 KiB
C++
// bleeding - maximum possible percentage of cardiac output bled for a given wound type (0 .. 1)
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// pain - maximum possible pain level for a given wound type (0 .. 1)
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class ACE_Medical_Injuries {
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// Defines all the possible injury types
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class wounds {
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// Source: Scarle
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// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
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class Abrasion {
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causes[] = {"falling", "ropeburn", "vehiclecrash", "collision", "unknown"};
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bleeding = 0.001;
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pain = 0.4;
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minDamage = 0.01;
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maxDamage = 0.30;
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};
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// 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.
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class Avulsion {
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causes[] = {"explosive", "vehiclecrash", "collision", "grenade", "shell", "bullet", "backblast", "bite"};
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bleeding = 0.1;
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pain = 1.0;
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minDamage = 0.01;
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causeLimping = 1;
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};
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// 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.
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class Contusion {
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causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "collision", "falling"};
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bleeding = 0;
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pain = 0.3;
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minDamage = 0.02;
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maxDamage = 0.35;
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};
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class Crush {
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causes[] = {"falling", "vehiclecrash", "collision", "punch", "unknown"};
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bleeding = 0.05;
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pain = 0.8;
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minDamage = 0.1;
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causeLimping = 1;
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causeFracture = 1;
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};
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// 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.
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class Cut {
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causes[] = {"vehiclecrash", "collision", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
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bleeding = 0.01;
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pain = 0.1;
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minDamage = 0.1;
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};
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// 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.
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class Laceration {
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causes[] = {"vehiclecrash", "collision", "punch"};
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bleeding = 0.05;
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pain = 0.2;
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minDamage = 0.01;
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};
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// 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.
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class VelocityWound {
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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bleeding = 0.2;
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pain = 0.9;
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minDamage = 0.35;
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causeLimping = 1;
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causeFracture = 1;
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};
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class PunctureWound {
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causes[] = {"stab", "grenade"};
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bleeding = 0.05;
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pain = 0.4;
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minDamage = 0.02;
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causeLimping = 1;
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};
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// Pain wound that is caused by making or being in contact with heat
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class ThermalBurn {
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causes[] = {"burn"};
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bleeding = 0;
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pain = 0.7;
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minDamage = 0;
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};
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};
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class damageTypes {
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// thresholds[] {{<min damage>, <max number of wounds>}, {...}}
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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class bullet {
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// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class grenade {
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thresholds[] = {{0.1, 3}, {0, 1}};
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selectionSpecific = 0;
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};
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class explosive {
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thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}};
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selectionSpecific = 0;
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};
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class shell {
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thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}};
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selectionSpecific = 0;
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};
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class vehiclecrash {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class collision {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class backblast {
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thresholds[] = {{1, 6}, {0.55, 5}, {0, 2}};
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selectionSpecific = 0;
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};
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class stab {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class punch {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class falling {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class ropeburn {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class burn {
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thresholds[] = {{0, 1}};
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selectionSpecific = 0;
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};
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//No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added.
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class drowning {
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thresholds[] = {{0, 0}};
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};
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class unknown {
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thresholds[] = {{0.1, 1}};
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};
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};
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};
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