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277 lines
9.8 KiB
C++
277 lines
9.8 KiB
C++
class ACE_Medical_Injuries {
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// Defines all the possible injury types for advanced medical
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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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name = CSTRING(Abrasion);
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.01;
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causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"};
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minDamage = 0.01;
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class Minor {
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name = CSTRING(Abrasion_Minor);
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minDamage = 0.01;
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maxDamage = 0.2;
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bleedingRate = 0.0001;
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};
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class Medium {
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name = CSTRING(Abrasion_Medium);
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minDamage = 0.2;
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maxDamage = 0.3;
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bleedingRate = 0.00015;
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};
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class Large {
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name = CSTRING(Abrasion_Large);
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minDamage = 0.3;
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maxDamage = 0.5;
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bleedingRate = 0.0002;
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};
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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 Avulsions {
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name = CSTRING(Avulsion);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.3;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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class Minor {
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name = CSTRING(Avulsion_Minor);
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minDamage = 0.2;
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maxDamage = 0.3;
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bleedingRate = 0.01;
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};
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class Medium {
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name = CSTRING(Avulsion_Medium);
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minDamage = 0.3;
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maxDamage = 0.6;
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bleedingRate = 0.02;
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};
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class Large {
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name = CSTRING(Avulsion_Large);
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minDamage = 0.5;
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bleedingRate = 0.05;
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};
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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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name = CSTRING(Contusion);
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selections[] = {"All"};
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bleedingRate = 0.0;
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"};
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minDamage = 0.01;
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maxDamage = 0.1;
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class Minor {
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name = CSTRING(Contusion_Minor);
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minDamage = 0.01;
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maxDamage = 0.1;
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};
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class Medium {
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name = CSTRING(Contusion_Medium);
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minDamage = 0.1;
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maxDamage = 0.15;
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};
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class Large {
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name = CSTRING(Contusion_Large);
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minDamage = 0.15;
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maxDamage = 0.2;
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};
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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 CrushWound {
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name = CSTRING(Crush);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.1;
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causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
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minDamage = 0.1;
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class Minor {
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name = CSTRING(Crush_Minor);
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minDamage = 0.1;
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maxDamage = 0.45;
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bleedingRate = 0.005;
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};
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class Medium {
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name = CSTRING(Crush_Medium);
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minDamage = 0.4;
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maxDamage = 0.7;
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bleedingRate = 0.007;
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};
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class Large {
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name = CSTRING(Crush_Large);
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minDamage = 0.6;
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bleedingRate = 0.0095;
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};
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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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name = CSTRING(Cut);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
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minDamage = 0.1;
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class Minor {
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name = CSTRING(Cut_Minor);
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minDamage = 0.1;
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maxDamage = 0.3;
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bleedingRate = 0.005;
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};
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class Medium {
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name = CSTRING(Cut_Medium);
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minDamage = 0.3;
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maxDamage = 0.65;
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bleedingRate = 0.02;
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};
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class Large {
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name = CSTRING(Cut_Large);
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minDamage = 0.65;
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bleedingRate = 0.05;
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};
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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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name = CSTRING(Laceration);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"vehiclecrash", "punch"};
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minDamage = 0.01;
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class Minor {
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name = CSTRING(Laceration_Minor);
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minDamage = 0.1;
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maxDamage = 0.5;
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bleedingRate = 0.005;
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};
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class Medium {
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name = CSTRING(Laceration_Medium);
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minDamage = 0.5;
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maxDamage = 0.7;
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bleedingRate = 0.01;
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};
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class Large {
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name = CSTRING(Laceration_Large);
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minDamage = 0.7;
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bleedingRate = 0.03;
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};
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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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name = CSTRING(VelocityWound);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.2;
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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minDamage = 0.15;
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class Minor {
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name = CSTRING(VelocityWound_Minor);
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minDamage = 0.15;
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maxDamage = 0.3;
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bleedingRate = 0.025;
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};
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class Medium {
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name = CSTRING(VelocityWound_Medium);
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minDamage = 0.3;
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maxDamage = 0.75;
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bleedingRate = 0.05;
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};
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class Large {
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name = CSTRING(VelocityWound_Large);
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minDamage = 0.75;
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bleedingRate = 0.1;
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};
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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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name = CSTRING(PunctureWound);
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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causes[] = {"stab", "grenade"};
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minDamage = 0.01;
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class Minor {
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name = CSTRING(PunctureWound_Minor);
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minDamage = 0.01;
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maxDamage = 0.5;
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bleedingRate = 0.01;
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};
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class Medium {
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name = CSTRING(PunctureWound_Medium);
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minDamage = 0.5;
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maxDamage = 0.75;
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bleedingRate = 0.03;
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};
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class Large {
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name = CSTRING(PunctureWound_Large);
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minDamage = 0.65;
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bleedingRate = 0.08;
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};
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};
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};
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class fractures {
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class Femur {
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name = CSTRING(Femur);
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selections[] = {"Head", "Body"};
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pain = 0.2;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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minDamage = 0.5;
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};
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};
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class damageTypes {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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lethalDamage = 0.01;
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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[] = {{0.25, 5}, {0.05, 1}};
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selectionSpecific = 0;
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lethalDamage = 0.2;
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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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lethalDamage = 1;
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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[] = {{0.1, 1}};
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selectionSpecific = 1;
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lethalDamage = 0.4;
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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 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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