ACE3/addons/medical_engine/CfgVehicles.hpp
pterolatypus 73a7dbdc1e
Medical - Rework wound handling (#8278)
- Add stackable wound handler system for easy 3rd party extensibility and overriding of default wound handler.
- Change mapping from wound type -> damage types, to damage type -> wound types. Improves the semantics and makes configuration easier to reason about.
- Allow damage types to influence wound properties (bleed, size, etc.) with configurable variance parameters.
- Allow configuration of wound type variance per damage type. Enabling more logically driven variance for sensible but still varied end results.
- Improve handling of non-selection-specific damage events. The wound handler now receives all incoming damages and may apply damage to multiple selections (previously only ever one) if the damage type is not configured to be selection specific (with new config property `selectionSpecific`).
- Add debug script for testing explosion damage events at varied ranges.
- Add custom fire wound handler.
2022-02-17 20:03:12 +00:00

165 lines
3.7 KiB
C++

class CfgVehicles {
class Man;
class CAManBase: Man {
// General
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// BluFor
class B_Soldier_base_F;
class B_Soldier_04_f: B_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class B_Soldier_05_f: B_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// Indep
class I_Soldier_base_F;
class I_Soldier_03_F: I_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class I_Soldier_04_F: I_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// OpFor
class SoldierEB;
class O_Soldier_base_F: SoldierEB {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_Soldier_02_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_officer_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_Soldier_diver_base_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// Virtual Reality
class B_Soldier_VR_F: B_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class B_Protagonist_VR_F: B_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_Soldier_VR_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class I_Soldier_VR_F: I_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class I_Protagonist_VR_F: I_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_Protagonist_VR_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class C_man_1;
class C_Protagonist_VR_F: C_man_1 {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// Civilians
class C_Soldier_VR_F: C_man_1 {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// APEX
class O_V_Soldier_Viper_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
class O_V_Soldier_base_F: O_Soldier_base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
// Enoch
class I_E_Man_Base_F;
class I_E_Uniform_01_coveralls_F: I_E_Man_Base_F {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
};