mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
965 lines
40 KiB
C++
965 lines
40 KiB
C++
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class ACE_Medical_Actions {
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class Basic {
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class Bandage {
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displayName = CSTRING(Bandage);
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displayNameProgress = CSTRING(Bandaging);
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category = "bandage";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 5;
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treatmentTimeSelfCoef = 1;
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items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}};
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condition = "";
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patientStateCondition = 0;
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itemConsumed = 1;
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_bandage));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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litter[] = { {"All", "_previousDamage > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_previousDamage <= 0", {"ACE_MedicalLitter_clean"}} };
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};
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class Morphine: Bandage {
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displayName = CSTRING(Inject_Morphine);
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displayNameProgress = CSTRING(Injecting_Morphine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "medication";
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treatmentTime = 2;
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items[] = {"ACE_morphine"};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
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};
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class Epinephrine: Bandage {
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displayName = CSTRING(Inject_Epinephrine);
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displayNameProgress = CSTRING(Injecting_Epinephrine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "medication";
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requiredMedic = 1;
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treatmentTime = 3;
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items[] = {"ACE_epinephrine"};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
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};
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class BloodIV: Bandage {
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displayName = CSTRING(Transfuse_Blood);
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displayNameProgress = CSTRING(Transfusing_Blood);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "advanced";
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requiredMedic = 1;
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treatmentTime = 20;
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items[] = {"ACE_bloodIV"};
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callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = {};
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};
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class BloodIV_500: BloodIV {
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category = "advanced";
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items[] = {"ACE_bloodIV_500"};
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};
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class BloodIV_250: BloodIV {
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category = "advanced";
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items[] = {"ACE_bloodIV_250"};
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};
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class BodyBag: Bandage {
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displayName = CSTRING(PlaceInBodyBag);
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displayNameProgress = CSTRING(PlacingInBodyBag);
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category = "advanced";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 4;
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items[] = {"ACE_bodyBag"};
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condition = "!alive (_this select 1);";
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callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "";
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itemConsumed = 1;
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litter[] = {};
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};
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class Diagnose: Bandage {
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displayName = CSTRING(Actions_Diagnose);
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displayNameProgress = CSTRING(Actions_Diagnosing);
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category = "examine";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"head", "body"};
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requiredMedic = 0;
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treatmentTime = 1;
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items[] = {};
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callbackSuccess = QUOTE(DFUNC(actionDiagnose));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = ""; // TODO
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itemConsumed = 0;
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litter[] = {};
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};
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class CPR: Bandage {
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displayName = CSTRING(Actions_CPR);
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displayNameProgress = CSTRING(Actions_PerformingCPR);
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category = "advanced";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"body"};
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = QUOTE(!([(_this select 1)] call ace_common_fnc_isAwake) && GVAR(enableRevive)>0);
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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};
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class Advanced {
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class FieldDressing {
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displayName = CSTRING(Actions_FieldDressing);
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displayNameProgress = CSTRING(Bandaging);
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category = "bandage";
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"All"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 8;
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// Item required for the action. Leave empty for no item required.
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items[] = {"ACE_fieldDressing"};
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condition = "";
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patientStateCondition = 0;
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// Callbacks
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage));
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callbackFailure = "";
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callbackProgress = "";
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itemConsumed = 1;
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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litter[] = { {"All", "_previousDamage > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_previousDamage <= 0", {"ACE_MedicalLitter_clean"}} };
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};
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class PackingBandage: fieldDressing {
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displayName = CSTRING(Actions_PackingBandage);
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items[] = {"ACE_packingBandage"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_packingBandage"}}};
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};
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class ElasticBandage: fieldDressing {
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displayName = CSTRING(Actions_ElasticBandage);
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items[] = {"ACE_elasticBandage"};
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};
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class QuikClot: fieldDressing {
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displayName = CSTRING(Actions_QuikClot);
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items[] = {"ACE_quikclot"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_QuickClot"}}};
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};
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class Tourniquet: fieldDressing {
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displayName = CSTRING(Apply_Tourniquet);
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displayNameProgress = CSTRING(Applying_Tourniquet);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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items[] = {"ACE_tourniquet"};
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treatmentTime = 4;
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callbackSuccess = QUOTE(DFUNC(treatmentTourniquet));
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condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo)));
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litter[] = {};
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};
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class Morphine: fieldDressing {
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displayName = CSTRING(Inject_Morphine);
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displayNameProgress = CSTRING(Injecting_Morphine);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "medication";
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items[] = {"ACE_morphine"};
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treatmentTime = 3;
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} };
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};
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class Atropine: Morphine {
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displayName = CSTRING(Inject_Atropine);
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displayNameProgress = CSTRING(Injecting_Atropine);
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items[] = {"ACE_atropine"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_atropine"}} };
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};
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class Epinephrine: Morphine {
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displayName = CSTRING(Inject_Epinephrine);
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displayNameProgress = CSTRING(Injecting_Epinephrine);
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items[] = {"ACE_epinephrine"};
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litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} };
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};
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class BloodIV: fieldDressing {
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displayName = CSTRING(Actions_Blood4_1000);
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displayNameProgress = CSTRING(Transfusing_Blood);
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allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};
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category = "advanced";
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items[] = {"ACE_bloodIV"};
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requiredMedic = 1;
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treatmentTime = 7;
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callbackSuccess = QUOTE(DFUNC(treatmentIV));
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = {};
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};
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class BloodIV_500: BloodIV {
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displayName = CSTRING(Actions_Blood4_500);
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items[] = {"ACE_bloodIV_500"};
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};
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class BloodIV_250: BloodIV {
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displayName = CSTRING(Actions_Blood4_250);
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items[] = {"ACE_bloodIV_250"};
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};
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class PlasmaIV: BloodIV {
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displayName = CSTRING(Actions_Plasma4_1000);
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displayNameProgress = CSTRING(Transfusing_Plasma);
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items[] = {"ACE_plasmaIV"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class PlasmaIV_500: PlasmaIV {
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displayName = CSTRING(Actions_Plasma4_500);
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items[] = {"ACE_plasmaIV_500"};
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};
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class PlasmaIV_250: PlasmaIV {
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displayName = CSTRING(Actions_Plasma4_250);
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items[] = {"ACE_plasmaIV_250"};
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};
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class SalineIV: BloodIV {
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displayName = CSTRING(Actions_Saline4_1000);
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displayNameProgress = CSTRING(Transfusing_Saline);
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items[] = {"ACE_salineIV"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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};
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class SalineIV_500: SalineIV {
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displayName = CSTRING(Actions_Saline4_500);
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items[] = {"ACE_salineIV_500"};
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};
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class SalineIV_250: SalineIV {
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displayName = CSTRING(Actions_Saline4_250);
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items[] = {"ACE_salineIV_250"};
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};
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class SurgicalKit: fieldDressing {
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displayName = CSTRING(Use_SurgicalKit);
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displayNameProgress = CSTRING(Stitching);
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category = "advanced";
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items[] = {"ACE_surgicalKit"};
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treatmentLocations[] = {QGVAR(useLocation_SurgicalKit)};
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requiredMedic = QGVAR(medicSetting_SurgicalKit);
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patientStateCondition = QGVAR(useCondition_SurgicalKit);
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treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)";
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callbackSuccess = "";
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callbackProgress = QUOTE(DFUNC(treatmentAdvanced_surgicalKit_onProgress));
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itemConsumed = QGVAR(consumeItem_SurgicalKit);
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";
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litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"} }};
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};
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class PersonalAidKit: fieldDressing {
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displayName = CSTRING(Use_Aid_Kit);
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displayNameProgress = CSTRING(TreatmentAction);
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category = "advanced";
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items[] = {"ACE_personalAidKit"};
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treatmentLocations[] = {QGVAR(useLocation_PAK)};
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requiredMedic = QGVAR(medicSetting_PAK);
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patientStateCondition = QGVAR(useCondition_PAK);
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treatmentTime = QUOTE((_this select 1) call FUNC(treatmentAdvanced_fullHealTreatmentTime));
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal));
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itemConsumed = QGVAR(consumeItem_PAK);
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medicOther";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"}},
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{"All", "_previousDamage > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}} },
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{"All", "_previousDamage > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}},
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{"All", "_previousDamage <= 0", {"ACE_MedicalLitter_clean"}}
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};
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};
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class CheckPulse: fieldDressing {
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displayName = CSTRING(Actions_CheckPulse);
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displayNameProgress = CSTRING(Check_Pulse_Content);
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category = "examine";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 2;
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items[] = {};
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callbackSuccess = QUOTE(DFUNC(actionCheckPulse));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationCaller = ""; // TODO
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animationCallerProne = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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class CheckBloodPressure: CheckPulse {
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displayName = CSTRING(Actions_CheckBloodPressure);
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callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure));
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displayNameProgress = CSTRING(Check_Bloodpressure_Content);
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};
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class CheckResponse: CheckPulse {
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displayName = CSTRING(Check_Response);
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callbackSuccess = QUOTE(DFUNC(actionCheckResponse));
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displayNameProgress = CSTRING(Check_Response_Content);
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};
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class RemoveTourniquet: Tourniquet {
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displayName = CSTRING(Actions_RemoveTourniquet);
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items[] = {};
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treatmentTime = 2.5;
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callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet));
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condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
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displayNameProgress = CSTRING(RemovingTourniquet);
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litter[] = {};
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};
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class CPR: fieldDressing {
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displayName = CSTRING(Actions_CPR);
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displayNameProgress = CSTRING(Actions_PerformingCPR);
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category = "advanced";
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treatmentLocations[] = {"All"};
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allowedSelections[] = {"body"};
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = "!([(_this select 1)] call ace_common_fnc_isAwake)";
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "";
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animationCallerSelfProne = "";
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itemConsumed = 0;
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litter[] = {};
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};
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class BodyBag: fieldDressing {
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displayName = CSTRING(PlaceInBodyBag);
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displayNameProgress = CSTRING(PlacingInBodyBag);
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category = "advanced";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {"ACE_bodyBag"};
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condition = "!alive (_this select 1);";
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callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag));
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callbackFailure = "";
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callbackProgress = "";
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animationPatient = "";
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animationPatientUnconscious = "";
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itemConsumed = 1;
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litter[] = {};
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};
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};
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};
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class ACE_Medical_Advanced {
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// Defines all the possible injury types for advanced medical
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class Injuries {
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// All the possible wounds
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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(Wounds_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(Wounds_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(Wounds_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(Wounds_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(Wounds_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(Wounds_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(Wounds_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(Wounds_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.
|
|
class Contusion {
|
|
name = CSTRING(Wounds_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(Wounds_Contusion_Minor);
|
|
minDamage = 0.01;
|
|
maxDamage = 0.1;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_Contusion_Medium);
|
|
minDamage = 0.1;
|
|
maxDamage = 0.15;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_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(Wounds_Crush);
|
|
selections[] = {"All"};
|
|
bleedingRate = 0.01;
|
|
pain = 0.1;
|
|
causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
|
|
minDamage = 0.1;
|
|
class Minor {
|
|
name = CSTRING(Wounds_Crush_Minor);
|
|
minDamage = 0.1;
|
|
maxDamage = 0.45;
|
|
bleedingRate = 0.005;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_Crush_Medium);
|
|
minDamage = 0.4;
|
|
maxDamage = 0.7;
|
|
bleedingRate = 0.007;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_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(Wounds_Cut);
|
|
selections[] = {"All"};
|
|
bleedingRate = 0.01;
|
|
pain = 0.075;
|
|
causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
|
|
minDamage = 0.1;
|
|
class Minor {
|
|
name = CSTRING(Wounds_Cut_Minor);
|
|
minDamage = 0.1;
|
|
maxDamage = 0.3;
|
|
bleedingRate = 0.005;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_Cut_Medium);
|
|
minDamage = 0.3;
|
|
maxDamage = 0.65;
|
|
bleedingRate = 0.02;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_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(Wounds_Laceration);
|
|
selections[] = {"All"};
|
|
bleedingRate = 0.01;
|
|
pain = 0.075;
|
|
causes[] = {"vehiclecrash", "punch"};
|
|
minDamage = 0.01;
|
|
class Minor {
|
|
name = CSTRING(Wounds_Laceration_Minor);
|
|
minDamage = 0.1;
|
|
maxDamage = 0.5;
|
|
bleedingRate = 0.005;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_Laceration_Medium);
|
|
minDamage = 0.5;
|
|
maxDamage = 0.7;
|
|
bleedingRate = 0.01;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_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(Wounds_VelocityWound);
|
|
selections[] = {"All"};
|
|
bleedingRate = 0.01;
|
|
pain = 0.2;
|
|
causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
|
|
minDamage = 0.15;
|
|
class Minor {
|
|
name = CSTRING(Wounds_VelocityWound_Minor);
|
|
minDamage = 0.15;
|
|
maxDamage = 0.3;
|
|
bleedingRate = 0.025;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_VelocityWound_Medium);
|
|
minDamage = 0.3;
|
|
bleedingRate = 0.05;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_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(Wounds_PunctureWound);
|
|
selections[] = {"All"};
|
|
bleedingRate = 0.01;
|
|
pain = 0.075;
|
|
causes[] = {"stab", "grenade"};
|
|
minDamage = 0.01;
|
|
class Minor {
|
|
name = CSTRING(Wounds_PunctureWound_Minor);
|
|
minDamage = 0.01;
|
|
maxDamage = 0.5;
|
|
bleedingRate = 0.01;
|
|
};
|
|
class Medium {
|
|
name = CSTRING(Wounds_PunctureWound_Medium);
|
|
minDamage = 0.5;
|
|
maxDamage = 0.75;
|
|
bleedingRate = 0.03;
|
|
};
|
|
class Large {
|
|
name = CSTRING(Wounds_PunctureWound_Large);
|
|
minDamage = 0.65;
|
|
bleedingRate = 0.08;
|
|
};
|
|
};
|
|
};
|
|
class fractures {
|
|
class Femur {
|
|
name = CSTRING(Wounds_Femur);
|
|
selections[] = {"Head", "Torso"};
|
|
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}};
|
|
selectionSpecific = 0;
|
|
lethalDamage = 0.2;
|
|
};
|
|
class backblast {
|
|
thresholds[] = {{0, 2},{0.55, 5}, {1, 6}};
|
|
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}};
|
|
};
|
|
};
|
|
};
|
|
class Treatment {
|
|
class Bandaging {
|
|
class FieldDressing {
|
|
// How effect is the bandage for treating one wounds type injury
|
|
effectiveness = 1;
|
|
// What is the chance and delays (in seconds) of the treated default injury reopening
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
class Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 0.4;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 220;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.8;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.8;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
class PackingBandage: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 0.6;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 0.2;
|
|
reopeningChance = 0.6;
|
|
reopeningMinDelay = 30;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
class ElasticBandage: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.3;
|
|
reopeningChance = 0.4;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 200;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 10;
|
|
reopeningMaxDelay = 400;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 1;
|
|
reopeningChance = 0.3;
|
|
reopeningMinDelay = 120;
|
|
reopeningMaxDelay = 260;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.85;
|
|
reopeningChance = 0.5;
|
|
reopeningMinDelay = 20;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
class QuikClot: fieldDressing {
|
|
class Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Avulsions: Abrasion {
|
|
effectiveness = 0.2;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 300;
|
|
reopeningMaxDelay = 350;
|
|
};
|
|
class Contusion: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class CrushWound: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class Cut: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.2;
|
|
reopeningMinDelay = 100;
|
|
reopeningMaxDelay = 400;
|
|
};
|
|
class Laceration: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0;
|
|
reopeningMinDelay = 0;
|
|
reopeningMaxDelay = 0;
|
|
};
|
|
class velocityWound: Abrasion {
|
|
effectiveness = 0.7;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
class punctureWound: Abrasion {
|
|
effectiveness = 0.5;
|
|
reopeningChance = 0.1;
|
|
reopeningMinDelay = 200;
|
|
reopeningMaxDelay = 300;
|
|
};
|
|
};
|
|
|
|
};
|
|
class Medication {
|
|
// How much does the pain get reduced?
|
|
painReduce = 0;
|
|
// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
|
|
hrIncreaseLow[] = {0, 0, 0};
|
|
hrIncreaseNormal[] = {0, 0, 0};
|
|
hrIncreaseHigh[] = {0, 0, 0};
|
|
// Callback once the heart rate values have been added.
|
|
hrCallback = "";
|
|
|
|
// How long until this medication has disappeared
|
|
timeInSystem = 120;
|
|
// How many of this type of medication can be in the system before the patient overdoses?
|
|
maxDose = 4;
|
|
// Function to execute upon overdose. Arguments passed to call back are 0: unit <OBJECT>, 1: medicationClassName <STRING>
|
|
onOverDose = "";
|
|
// The viscosity of a fluid is a measure of its resistance to gradual deformation by shear stress or tensile stress. For liquids, it corresponds to the informal concept of "thickness". This value will increase/decrease the viscoty of the blood with the percentage given. Where 100 = max. Using the minus will decrease viscosity
|
|
viscosityChange = 0;
|
|
|
|
// specific details for the ACE_Morphine treatment action
|
|
class Morphine {
|
|
painReduce = 15;
|
|
hrIncreaseLow[] = {-10, -20, 35};
|
|
hrIncreaseNormal[] = {-10, -30, 35};
|
|
hrIncreaseHigh[] = {-10, -35, 50};
|
|
timeInSystem = 900;
|
|
maxDose = 4;
|
|
inCompatableMedication[] = {};
|
|
viscosityChange = 10;
|
|
};
|
|
class Epinephrine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {10, 20, 30};
|
|
hrIncreaseNormal[] = {10, 50, 20};
|
|
hrIncreaseHigh[] = {10, 40, 10};
|
|
timeInSystem = 120;
|
|
maxDose = 10;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class Atropine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {-5, -7, 15};
|
|
hrIncreaseNormal[] = {-10, -30, 20};
|
|
hrIncreaseHigh[] = {-10, -20, 10};
|
|
timeInSystem = 120;
|
|
maxDose = 6;
|
|
inCompatableMedication[] = {};
|
|
};
|
|
class PainKillers {
|
|
painReduce = 0.7;
|
|
timeInSystem = 120;
|
|
maxDose = 10;
|
|
inCompatableMedication[] = {};
|
|
viscosityChange = 5;
|
|
};
|
|
};
|
|
class IV {
|
|
// volume is in millileters
|
|
volume = 1000;
|
|
ratio[] = {};
|
|
type = "Blood";
|
|
class BloodIV {
|
|
volume = 1000;
|
|
ratio[] = {"Plasma", 1};
|
|
};
|
|
class BloodIV_500: BloodIV {
|
|
volume = 500;
|
|
};
|
|
class BloodIV_250: BloodIV {
|
|
volume = 250;
|
|
};
|
|
class PlasmaIV: BloodIV {
|
|
volume = 1000;
|
|
ratio[] = {"Blood", 1};
|
|
type = "Plasma";
|
|
};
|
|
class PlasmaIV_500: PlasmaIV {
|
|
volume = 500;
|
|
};
|
|
class PlasmaIV_250: PlasmaIV {
|
|
volume = 250;
|
|
};
|
|
class SalineIV: BloodIV {
|
|
volume = 1000;
|
|
type = "Saline";
|
|
ratio[] = {};
|
|
};
|
|
class SalineIV_500: SalineIV {
|
|
volume = 500;
|
|
};
|
|
class SalineIV_250: SalineIV {
|
|
volume = 250;
|
|
};
|
|
};
|
|
};
|
|
};
|