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a71879ccea
* Medical - Increase severity of falling damage * Improve non-selectionSpecific wounds * Use macros for hitpoint indexes
132 lines
5.6 KiB
C++
132 lines
5.6 KiB
C++
// bleeding - maximum possible percentage of cardiac output bled for a given wound type (0 .. 1)
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// pain - maximum possible pain level for a given wound type (0 .. 1)
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class ACE_Medical_Injuries {
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// Defines all the possible injury types
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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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causes[] = {"falling", "ropeburn", "vehiclecrash", "collision", "unknown"};
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bleeding = 0.001;
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pain = 0.4;
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minDamage = 0.01;
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maxDamage = 0.30;
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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 Avulsion {
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causes[] = {"explosive", "vehiclecrash", "collision", "grenade", "shell", "bullet", "backblast", "bite"};
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bleeding = 0.1;
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pain = 1.0;
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minDamage = 0.01;
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causeLimping = 1;
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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.
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class Contusion {
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causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "collision", "falling"};
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bleeding = 0;
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pain = 0.3;
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minDamage = 0.02;
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maxDamage = 0.35;
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};
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class Crush {
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causes[] = {"falling", "vehiclecrash", "collision", "punch", "unknown"};
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bleeding = 0.05;
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pain = 0.8;
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minDamage = 0.1;
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causeLimping = 1;
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causeFracture = 1;
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};
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// 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.
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class Cut {
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causes[] = {"vehiclecrash", "collision", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
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bleeding = 0.01;
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pain = 0.1;
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minDamage = 0.1;
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};
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// 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.
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class Laceration {
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causes[] = {"vehiclecrash", "collision", "punch"};
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bleeding = 0.05;
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pain = 0.2;
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minDamage = 0.01;
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};
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// 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.
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class VelocityWound {
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causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
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bleeding = 0.2;
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pain = 0.9;
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minDamage = 0.35;
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causeLimping = 1;
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causeFracture = 1;
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};
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class PunctureWound {
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causes[] = {"stab", "grenade"};
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bleeding = 0.05;
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pain = 0.4;
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minDamage = 0.02;
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causeLimping = 1;
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};
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};
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class damageTypes {
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// thresholds[] {{<min damage>, <max number of wounds>}, {...}}
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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class bullet {
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// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class grenade {
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thresholds[] = {{0.1, 3}, {0, 1}};
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selectionSpecific = 0;
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};
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class explosive {
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thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}};
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selectionSpecific = 0;
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};
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class shell {
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thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}};
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selectionSpecific = 0;
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};
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class vehiclecrash {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class collision {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class backblast {
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thresholds[] = {{1, 6}, {0.55, 5}, {0, 2}};
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selectionSpecific = 0;
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};
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class stab {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class punch {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class falling {
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thresholds[] = {{1.5, 3}, {1, 2}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
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selectionSpecific = 0;
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};
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class ropeburn {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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//No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added.
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class drowning {
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thresholds[] = {{0, 0}};
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};
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class unknown {
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thresholds[] = {{0.1, 1}};
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};
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};
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};
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