ACE3/addons/medical_engine/functions
SilentSpike 11547d7ff8
Fix environmental damage sources (#6515)
* Tidy handle damage code
* Fix environmental damage conditions

- Vehicle damage would never occur because it doesn't fire all the
hitpoints
- Missing sanity check on fall damage to check that unit isn't in a
vehicle
- Getting hit by a vehicle while on foot can be detected by checking for
a shooter

* Improve collision handling

- All collisions have a `_shooter` so we simply first check for that because burning doesn't and it could happen at any velocity
- We don't actually care what caused the collision because they should all cause the same type of wounding
- The exception is fall damage because we want to prioritise wounding the legs, we assume if the `_unit` had downward velocity and `_shooter == _unit` that it was fall damage (not necessarily always true, but almost always is and there doesn't look to be a more specific way to check).
2018-08-15 07:57:11 +01:00
..
fnc_damageBodyPart.sqf Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
fnc_handleDamage.sqf Fix environmental damage sources (#6515) 2018-08-15 07:57:11 +01:00
fnc_setLimping.sqf Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
fnc_setStructuralDamage.sqf Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
fnc_setUnconsciousAnim.sqf Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
fnc_updateBodyPartVisuals.sqf Move #includes before function headers (#6484) 2018-07-30 10:22:14 +01:00
script_component.hpp merge medical engine component into medical rewrite branch 2016-07-30 14:00:42 +02:00