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02365609b5
* Refactor medical to use hashmaps for wound storage - We most frequently want to access wounds by body part, so this makes that a constant time lookup. - The body part index is no longer stored in every wound since it's inherent in the wound storage. - Using body part names as the keys of the hashmap to improve code clarity (no more magic numbers). closes #6468 * Add deserilization migration from old wound arrays Will migrate from old form array wound storage to the new hashmap strucutre during deserlization. This is relevant for communities piping medical state out to a database or similar between sessions. * fix issue with suture stitching * change version number in comment --------- Co-authored-by: Salluci <salluci.lovi@gmail.com>
38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ruthberg
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* Handle incapacitation due to damage and pain
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* None
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*
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* Example:
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* [player] call ace_medical_damage_fnc_handleIncapacitation
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*
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* Public: No
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*/
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params ["_unit"];
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private _painLevel = GET_PAIN_PERCEIVED(_unit);
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
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// Exclude non penetrating body damage
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{
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_x params ["", "_amountOf", "", "_damage"];
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if (_damage < PENETRATION_THRESHOLD) then {
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_bodyDamage = _bodyDamage - (_amountOf * _damage);
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};
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} forEach (GET_OPEN_WOUNDS(_unit) getOrDefault ["body", []]);
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private _damageThreshold = GET_DAMAGE_THRESHOLD(_unit);
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if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < EGVAR(medical,painUnconsciousChance)}}) then {
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[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
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};
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