mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
44050df98b
* Modernize and cleanup medical_treatment
* One line for each old public function
* Fix litterCleanupDelay name
* Improve adjustment calcs / wound blood loss / medications
fix func descriptions
Calc wound blood loss on events
reorder includes so scritpmacroMed has global effect
trivial optimization for getCardiacOutput
Fix var
Fix wounds not reopening (nil _category)
Fix surgical kit inherting canBandage conditional
debug hitpoints
Update ACE_Medical_Treatment_Actions.hpp
Use woundBleeding for IS_BLEEDING macro
rework medication vars
comments
Reset var in init / fullHeal
Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* Change wound data array
Drop unique id and merge classId and category
* Splinting and treatment and gui
* Add arm fractures and aim effects
* localizations and event
* fix
* fix merge for renamed files
* Fixes and code review changes
* Move medical logs clearing to treatment
* More cleanup work
* cleanup
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* formating, rename bone images
* Fix args for setDead call in actionPlaceInBodyBag
* Apply suggestions from code review
Co-Authored-By: PabstMirror <pabstmirror@gmail.com>
* disable calls to extension
* Update fnc_onMedicationUsage.sqf
* Medical - Skip unneeded setVars on initUnit (#6949)
* Medical - Transfer state machine state on locality (#6950)
* Medical - Transfer state machine state on locality
* Fix feedback isUnconscious var
* Exclude AI
* Make UAV excludes consistant, formating
* Update fnc_treatmentFullHealLocal.sqf
* reset fractures on respawn
* Fix merge
* Add PAK time coefficient setting
* Fix medication
* Add ace_medical_replacementItems config array
* checkItems performance improvement
* Treatment - cap max animation speed (#6995)
* Treatment - cap max animation speed
and add lock to prevent AF from reseting anim
* Update fnc_getBandageTime.sqf
* Use local version of setAnimSpeedCoef
* Revert "Use local version of setAnimSpeedCoef"
This reverts commit 36c22a9047
.
* Move replacementItems compiling to preInit
* Improve replacementItems compiling
* Cleanup splint functions, use macros for fractures
* Rename splintCondition to canSplint
* Add cprCreatesPulse setting
* Cleanup remaining functions
* Capitalize stringtable entry names
* getStitchTime function and fix treatment locations
* Update addons/medical_treatment/functions/fnc_getHealTime.sqf
Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
666 lines
21 KiB
C++
666 lines
21 KiB
C++
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class ADDON {
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class Bandaging {
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// Field dressing is normal average treatment
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// packing bandage is average treatment, higher reopen change, longer reopening delay
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// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
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// quickclot is lower treatment, lower reopen change, longer reopening delay
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class BasicBandage {
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effectiveness = 5;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class FieldDressing {
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// How effect is the bandage for treating one wounds type injury
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effectiveness = 1;
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// What is the chance and delays (in seconds) of the treated default injury reopening
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reopeningChance = 0.1;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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class Abrasion {
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effectiveness = 3;
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reopeningChance = 0.3;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 1000;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 3;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 2.5;
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reopeningChance = 0.7;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.9;
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};
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class Avulsion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionMinor: Avulsion {
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effectiveness = 1;
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};
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class AvulsionMedium: Avulsion {
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effectiveness = 0.9;
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};
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class AvulsionLarge: Avulsion {
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effectiveness = 0.75;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class Crush: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.2;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 1000;
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};
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class CrushMinor: Crush {
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effectiveness = 1;
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reopeningChance = 0.2;
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};
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class CrushMedium: Crush {
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effectiveness = 0.7;
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reopeningChance = 0.3;
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};
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class CrushLarge: Crush {
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effectiveness = 0.6;
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reopeningChance = 0.4;
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};
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class Cut: Abrasion {
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effectiveness = 4;
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reopeningChance = 0.1;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 1000;
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};
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class CutMinor: Cut {
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effectiveness = 4;
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reopeningChance = 0.1;
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};
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class CutMedium: Cut {
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effectiveness = 3;
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reopeningChance = 0.3;
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};
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class CutLarge: Cut {
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effectiveness = 1;
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reopeningChance = 0.5;
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};
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class Laceration: Abrasion {
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effectiveness = 0.95;
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reopeningChance = 0.3;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 800;
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};
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class LacerationMinor: Laceration {
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effectiveness = 0.95;
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reopeningChance = 0.3;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.7;
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reopeningChance = 0.5;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.5;
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reopeningChance = 0.6;
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};
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class VelocityWound: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.7;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 500;
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};
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class VelocityWoundMinor: VelocityWound {
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effectiveness = 2;
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};
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class VelocityWoundMedium: VelocityWound {
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effectiveness = 1.5;
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};
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class VelocityWoundLarge: VelocityWound {
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effectiveness = 1;
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};
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class PunctureWound: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.5;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 850;
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};
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class PunctureWoundMinor: PunctureWound {
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effectiveness = 2;
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};
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class PunctureWoundMedium: PunctureWound {
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effectiveness = 1.3;
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};
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class PunctureWoundLarge: PunctureWound {
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effectiveness = 0.9;
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};
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};
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class PackingBandage: fieldDressing {
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class Abrasion {
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effectiveness = 3;
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reopeningChance = 0.6;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 1500;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 3;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 2.5;
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reopeningChance = 0.9;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 2;
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reopeningChance = 1;
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};
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class Avulsion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.7;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 1600;
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};
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class AvulsionMinor: Avulsion {
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effectiveness = 1;
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};
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class AvulsionMedium: Avulsion {
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effectiveness = 0.9;
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};
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class AvulsionLarge: Avulsion {
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effectiveness = 0.75;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class Crush: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 600;
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reopeningMaxDelay = 1000;
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};
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class CrushMinor: Crush {
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effectiveness = 1;
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reopeningChance = 0.6;
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};
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class CrushMedium: Crush {
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effectiveness = 0.7;
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reopeningChance = 0.7;
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};
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class CrushLarge: Crush {
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effectiveness = 0.6;
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reopeningChance = 0.8;
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};
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class Cut: Abrasion {
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effectiveness = 4;
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reopeningChance = 0.4;
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reopeningMinDelay = 700;
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reopeningMaxDelay = 1000;
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};
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class CutMinor: Cut {
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effectiveness = 4;
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reopeningChance = 0.6;
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};
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class CutMedium: Cut {
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effectiveness = 3;
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reopeningChance = 0.7;
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};
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class CutLarge: Cut {
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effectiveness = 1;
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reopeningChance = 0.8;
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};
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class Laceration: Abrasion {
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effectiveness = 0.95;
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reopeningChance = 0.65;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 2000;
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};
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class LacerationMinor: Laceration {
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effectiveness = 0.95;
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reopeningChance = 0.65;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.7;
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reopeningChance = 0.8;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.5;
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reopeningChance = 0.9;
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};
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class VelocityWound: Abrasion {
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effectiveness = 2;
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reopeningChance = 1;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 2000;
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};
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class VelocityWoundMinor: VelocityWound {
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effectiveness = 2;
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};
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class VelocityWoundMedium: VelocityWound {
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effectiveness = 1.5;
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};
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class VelocityWoundLarge: VelocityWound {
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effectiveness = 1;
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};
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class PunctureWound: Abrasion {
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effectiveness = 2;
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reopeningChance = 1;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 3000;
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};
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class PunctureWoundMinor: PunctureWound {
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effectiveness = 2;
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};
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class PunctureWoundMedium: PunctureWound {
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effectiveness = 1.3;
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};
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class PunctureWoundLarge: PunctureWound {
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effectiveness = 0.9;
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};
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};
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class ElasticBandage: fieldDressing {
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class Abrasion {
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effectiveness = 4;
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reopeningChance = 0.6;
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reopeningMinDelay = 80;
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reopeningMaxDelay = 150;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 43;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 3;
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reopeningChance = 0.9;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 2.5;
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reopeningChance = 1;
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};
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class Avulsion: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.7;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 160;
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};
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class AvulsionMinor: Avulsion {
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effectiveness = 2;
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};
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class AvulsionMedium: Avulsion {
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effectiveness = 1.4;
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};
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class AvulsionLarge: Avulsion {
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effectiveness = 1;
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};
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class Contusion: Abrasion {
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effectiveness = 2;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class Crush: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.5;
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reopeningMinDelay = 60;
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reopeningMaxDelay = 100;
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};
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class CrushMinor: Crush {
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effectiveness = 2;
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reopeningChance = 0.6;
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};
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class CrushMedium: Crush {
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effectiveness = 1.7;
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reopeningChance = 0.7;
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};
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class CrushLarge: Crush {
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effectiveness = 1.6;
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reopeningChance = 0.8;
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};
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class Cut: Abrasion {
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effectiveness = 5;
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reopeningChance = 0.4;
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reopeningMinDelay = 70;
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reopeningMaxDelay = 100;
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};
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class CutMinor: Cut {
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effectiveness = 5;
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reopeningChance = 0.6;
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};
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class CutMedium: Cut {
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effectiveness = 3.5;
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reopeningChance = 0.7;
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};
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class CutLarge: Cut {
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effectiveness = 2;
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reopeningChance = 0.8;
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};
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class Laceration: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.65;
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reopeningMinDelay = 50;
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reopeningMaxDelay = 200;
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};
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class LacerationMinor: Laceration {
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effectiveness = 2;
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reopeningChance = 0.65;
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};
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class LacerationMedium: Laceration {
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effectiveness = 1.5;
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reopeningChance = 0.8;
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};
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class LacerationLarge: Laceration {
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effectiveness = 1;
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reopeningChance = 0.9;
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};
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class VelocityWound: Abrasion {
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effectiveness = 2.2;
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reopeningChance = 1;
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reopeningMinDelay = 80;
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reopeningMaxDelay = 200;
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};
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class VelocityWoundMinor: VelocityWound {
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effectiveness = 2.2;
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};
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class VelocityWoundMedium: VelocityWound {
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effectiveness = 1.75;
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};
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class VelocityWoundLarge: VelocityWound {
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effectiveness = 1.5;
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};
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class PunctureWound: Abrasion {
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effectiveness = 2.5;
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reopeningChance = 1;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 300;
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};
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class PunctureWoundMinor: PunctureWound {
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effectiveness = 2.5;
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};
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class PunctureWoundMedium: PunctureWound {
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effectiveness = 2;
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};
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class PunctureWoundLarge: PunctureWound {
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effectiveness = 1.5;
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};
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};
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class QuikClot: fieldDressing {
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class Abrasion {
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effectiveness = 2;
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reopeningChance = 0.3;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 1500;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 2;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.4;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 5;
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};
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class Avulsion: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.2;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 1600;
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};
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class AvulsionMinor: Avulsion {
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effectiveness = 0.7;
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};
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class AvulsionMedium: Avulsion {
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effectiveness = 0.65;
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};
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class AvulsionLarge: Avulsion {
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effectiveness = 0.5;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class Crush: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.5;
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reopeningMinDelay = 600;
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reopeningMaxDelay = 1000;
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};
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class CrushMinor: Crush {
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effectiveness = 0.6;
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reopeningChance = 0.3;
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};
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class CrushMedium: Crush {
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effectiveness = 0.5;
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};
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class CrushLarge: Crush {
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effectiveness = 0.4;
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};
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class Cut: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.2;
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reopeningMinDelay = 700;
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reopeningMaxDelay = 1000;
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};
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class CutMinor: Cut {
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effectiveness = 2;
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reopeningChance = 0.3;
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};
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class CutMedium: Cut {
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effectiveness = 1;
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};
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class CutLarge: Cut {
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effectiveness = 0.6;
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};
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class Laceration: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.4;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 2000;
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};
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class LacerationMinor: Laceration {
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effectiveness = 0.7;
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reopeningChance = 0.4;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.7;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.5;
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};
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class VelocityWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 2000;
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};
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class VelocityWoundMinor: VelocityWound {
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effectiveness = 1;
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};
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class VelocityWoundMedium: VelocityWound {
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effectiveness = 0.75;
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};
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class VelocityWoundLarge: VelocityWound {
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effectiveness = 0.5;
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};
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class PunctureWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 3000;
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};
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class PunctureWoundMinor: PunctureWound {
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effectiveness = 1;
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};
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class PunctureWoundMedium: PunctureWound {
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effectiveness = 0.7;
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};
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class PunctureWoundLarge: PunctureWound {
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effectiveness = 0.4;
|
|
};
|
|
};
|
|
};
|
|
|
|
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}
|
|
hrIncreaseLow[] = {0, 0}; // _heartRate < 55
|
|
hrIncreaseNormal[] = {0, 0}; // 55 <= _heartRate <= 110
|
|
hrIncreaseHigh[] = {0, 0}; // 110 < _heartRate
|
|
|
|
// How long until this medication has disappeared
|
|
timeInSystem = 120;
|
|
// How long until the maximum effect is reached
|
|
timeTillMaxEffect = 30;
|
|
// 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 = 0.8;
|
|
hrIncreaseLow[] = {-10, -20};
|
|
hrIncreaseNormal[] = {-10, -30};
|
|
hrIncreaseHigh[] = {-10, -35};
|
|
timeInSystem = 1800;
|
|
timeTillMaxEffect = 30;
|
|
maxDose = 4;
|
|
incompatibleMedication[] = {};
|
|
viscosityChange = -10;
|
|
};
|
|
class Epinephrine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {10, 20};
|
|
hrIncreaseNormal[] = {10, 50};
|
|
hrIncreaseHigh[] = {10, 40};
|
|
timeInSystem = 120;
|
|
timeTillMaxEffect = 10;
|
|
maxDose = 10;
|
|
incompatibleMedication[] = {};
|
|
};
|
|
class Adenosine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {-7, -10};
|
|
hrIncreaseNormal[] = {-15, -30};
|
|
hrIncreaseHigh[] = {-15, -35};
|
|
timeInSystem = 120;
|
|
timeTillMaxEffect = 15;
|
|
maxDose = 6;
|
|
incompatibleMedication[] = {};
|
|
};
|
|
class Atropine {
|
|
painReduce = 0;
|
|
hrIncreaseLow[] = {-2, -5};
|
|
hrIncreaseNormal[] = {-10, -15};
|
|
hrIncreaseHigh[] = {-5, -20};
|
|
timeInSystem = 120;
|
|
timeTillMaxEffect = 15;
|
|
maxDose = 6;
|
|
incompatibleMedication[] = {};
|
|
};
|
|
class PainKillers {
|
|
painReduce = 0.1;
|
|
timeInSystem = 600;
|
|
timeTillMaxEffect = 60;
|
|
maxDose = 10;
|
|
incompatibleMedication[] = {};
|
|
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;
|
|
};
|
|
};
|
|
};
|