mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
bdeb347ea9
* medical_damage - cleanup woundHandler naming * woundsHandlerBase
306 lines
12 KiB
C++
306 lines
12 KiB
C++
// bleeding - maximum possible percentage of cardiac output bled for a given wound type (0 .. 1)
|
|
// pain - maximum possible pain level for a given wound type (0 .. 1)
|
|
|
|
class ACE_Medical_Injuries {
|
|
// Defines all the possible injury types
|
|
class wounds {
|
|
// Source: Scarle
|
|
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
|
|
class Abrasion {
|
|
bleeding = 0.001;
|
|
pain = 0.4;
|
|
};
|
|
// 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.
|
|
class Avulsion {
|
|
bleeding = 0.1;
|
|
pain = 1.0;
|
|
causeLimping = 1;
|
|
};
|
|
// 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.
|
|
class Contusion {
|
|
bleeding = 0;
|
|
pain = 0.3;
|
|
};
|
|
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
|
|
class Crush {
|
|
bleeding = 0.05;
|
|
pain = 0.8;
|
|
causeLimping = 1;
|
|
causeFracture = 1;
|
|
};
|
|
// 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.
|
|
class Cut {
|
|
bleeding = 0.01;
|
|
pain = 0.1;
|
|
};
|
|
// 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.
|
|
class Laceration {
|
|
bleeding = 0.05;
|
|
pain = 0.2;
|
|
};
|
|
// 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.
|
|
class VelocityWound {
|
|
bleeding = 0.2;
|
|
pain = 0.9;
|
|
causeLimping = 1;
|
|
causeFracture = 1;
|
|
};
|
|
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
|
|
class PunctureWound {
|
|
bleeding = 0.05;
|
|
pain = 0.4;
|
|
causeLimping = 1;
|
|
};
|
|
// Pain wound that is caused by making or being in contact with heat
|
|
class ThermalBurn {
|
|
bleeding = 0;
|
|
pain = 0.7;
|
|
minDamage = 0;
|
|
};
|
|
};
|
|
|
|
class damageTypes {
|
|
// thresholds[] {{<damage>, <number of wounds>}, {...}}
|
|
// if damage is between two points, number is interpolated and then rounded by chance based on the decimal part
|
|
// e.g. a value of 2.7 has 70% chance to give 3 and 30% to give 2
|
|
// put damage values in descending order; uses the first value found that is below the wound damage, and the point immediately before that
|
|
thresholds[] = {{0.1, 1}};
|
|
|
|
// if 1, wounds are only applied to the hitpoint that took the most damage. othewrise, wounds are applied to all damaged hitpoints
|
|
selectionSpecific = 1;
|
|
|
|
// list of damage handlers, which will be called in reverse order
|
|
// each entry should be a SQF expression that returns a function
|
|
// this can also be overridden for each damage type
|
|
class woundHandlers {
|
|
ADDON = QFUNC(woundsHandlerBase);
|
|
};
|
|
|
|
class bullet {
|
|
// bullets only create multiple wounds when the damage is very high
|
|
thresholds[] = {{20, 10}, {4.5, 2}, {3, 1}, {0, 1}};
|
|
selectionSpecific = 1;
|
|
|
|
class Avulsion {
|
|
// at damage, weight. between points, weight is interpolated then wound is chosen by weighted random.
|
|
// as with thresholds, but result is not rounded (decimal values used as-is)
|
|
weighting[] = {{1, 1}, {0.35, 0}};
|
|
/*
|
|
damageMultiplier = 1;
|
|
sizeMultiplier = 1;
|
|
bleedingMultiplier = 1;
|
|
painMultiplier = 1;
|
|
fractureMultiplier = 1;
|
|
*/
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
// bruises caused by bullets hitting the plate are big
|
|
sizeMultiplier = 3.2;
|
|
// tone down the pain a tiny bit to compensate
|
|
painMultiplier = 0.8;
|
|
};
|
|
class VelocityWound {
|
|
// velocity wounds are only in the 0.35-1.5 range
|
|
weighting[] = {{1.5, 0}, {1.5, 1}, {0.35, 1}, {0.35, 0}};
|
|
// velocity wounds will tend to be medium or large
|
|
sizeMultiplier = 0.9;
|
|
};
|
|
};
|
|
class grenade {
|
|
// at low damage numbers, chance to create no wounds - makes it a bit more random instead of consistently covering people in bruises
|
|
thresholds[] = {{20, 10}, {10, 5}, {4, 3}, {1.5, 2}, {0.8, 2}, {0.3, 1}, {0, 0}};
|
|
selectionSpecific = 0;
|
|
class Avulsion {
|
|
weighting[] = {{1.5, 1}, {1.1, 0}};
|
|
};
|
|
class VelocityWound {
|
|
weighting[] = {{1.5, 0}, {1.1, 1}, {0.7, 0}};
|
|
};
|
|
class PunctureWound {
|
|
weighting[] = {{0.9, 0}, {0.7, 1}, {0.35, 0}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.7, 0}, {0.35, 1}, {0.35, 0}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.5, 0}, {0.35, 1}};
|
|
sizeMultiplier = 2;
|
|
painMultiplier = 0.9;
|
|
};
|
|
};
|
|
class explosive {
|
|
// explosives create more and smaller wounds than grenades
|
|
thresholds[] = {{20, 15}, {8, 7}, {2, 3}, {1.2, 2}, {0.4, 1}, {0,0}};
|
|
selectionSpecific = 0;
|
|
class Avulsion {
|
|
weighting[] = {{1, 1}, {0.8, 0}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{1.5, 0}, {0.35, 1}, {0, 0}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.5, 0}, {0.35, 1}};
|
|
sizeMultiplier = 2;
|
|
painMultiplier = 0.9;
|
|
};
|
|
};
|
|
class shell {
|
|
// shells tend to involve big pieces of shrapnel, so create fewer and larger wounds
|
|
thresholds[] = {{20, 10}, {10, 5}, {4.5, 2}, {2, 2}, {0.8, 1}, {0.2, 1}, {0, 0}};
|
|
selectionSpecific = 0;
|
|
class Avulsion {
|
|
weighting[] = {{1.5, 1}, {1.1, 0}};
|
|
};
|
|
class VelocityWound {
|
|
weighting[] = {{1.5, 0}, {1.1, 1}, {0.7, 0}};
|
|
};
|
|
class PunctureWound {
|
|
weighting[] = {{0.9, 0}, {0.7, 1}, {0.35, 0}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.7, 0}, {0.35, 1}, {0.35, 0}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.5, 0}, {0.35, 1}};
|
|
sizeMultiplier = 2;
|
|
painMultiplier = 0.9;
|
|
};
|
|
};
|
|
class vehiclecrash {
|
|
thresholds[] = {{1.5, 3}, {1.5, 2}, {1, 2}, {1, 1}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
|
|
selectionSpecific = 0;
|
|
class woundHandlers: woundHandlers {
|
|
GVAR(vehiclecrash) = QFUNC(woundsHandlerVehiclecrash);
|
|
};
|
|
class Abrasion {
|
|
weighting[] = {{0.30, 0}, {0.30, 1}};
|
|
};
|
|
class Avulsion {
|
|
weighting[] = {{0.01, 1}, {0.01, 0}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
};
|
|
class Crush {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class Laceration {
|
|
|
|
};
|
|
};
|
|
class collision {
|
|
thresholds[] = {{1.5, 3}, {1.5, 2}, {1, 2}, {1, 1}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
|
|
selectionSpecific = 0;
|
|
class Abrasion {
|
|
weighting[] = {{0.30, 0}, {0.30, 1}};
|
|
};
|
|
class Avulsion {
|
|
weighting[] = {{1, 2}, {0.5, 0.5}, {0.5, 0}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
};
|
|
class Crush {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class Laceration {
|
|
|
|
};
|
|
};
|
|
class backblast {
|
|
thresholds[] = {{1, 6}, {1, 5}, {0.55, 5}, {0.55, 2}, {0, 2}};
|
|
selectionSpecific = 0;
|
|
class Avulsion {
|
|
weighting[] = {{0.30, 0}, {0.30, 1}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
};
|
|
class stab {
|
|
thresholds[] = {{0.1, 1}, {0.1, 0}};
|
|
selectionSpecific = 1;
|
|
class Cut {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class PunctureWound {
|
|
weighting[] = {{0.02, 1}, {0.02, 0}};
|
|
};
|
|
};
|
|
class punch {
|
|
thresholds[] = {{0.1, 1}, {0.1, 0}};
|
|
selectionSpecific = 1;
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
};
|
|
class Crush {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class Laceration {
|
|
|
|
};
|
|
};
|
|
class falling {
|
|
thresholds[] = {{1.5, 3}, {1.5, 2}, {1, 2}, {1, 1}, {0.05, 1}}; // prevent subdividing wounds past FRACTURE_DAMAGE_THRESHOLD to ensure limp/fractue is triggered
|
|
selectionSpecific = 0;
|
|
class Abrasion {
|
|
weighting[] = {{0.30, 0}, {0.30, 1}};
|
|
};
|
|
class Contusion {
|
|
weighting[] = {{0.35, 0}, {0.35, 1}};
|
|
};
|
|
class Crush {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
};
|
|
class ropeburn {
|
|
thresholds[] = {{0.1, 1}, {0.1, 0}};
|
|
selectionSpecific = 1;
|
|
class Abrasion {
|
|
weighting[] = {{0.30, 1}};
|
|
};
|
|
};
|
|
class drowning {
|
|
//No related wounds as drowning should not cause wounds/bleeding. Can be extended for internal injuries if they are added.
|
|
thresholds[] = {{0, 0}};
|
|
class woundHandlers {};
|
|
};
|
|
class fire {
|
|
// custom handling for environmental fire sources
|
|
// passes damage to "burn" so doesn't need its own wound stats
|
|
class woundHandlers {
|
|
ADDON = QFUNC(woundsHandlerBurning);
|
|
};
|
|
};
|
|
class burn {
|
|
thresholds[] = {{0, 1}};
|
|
selectionSpecific = 0;
|
|
class ThermalBurn {
|
|
weighting[] = {{0, 1}};
|
|
};
|
|
};
|
|
class unknown {
|
|
thresholds[] = {{0.1, 1}, {0.1, 0}};
|
|
class Abrasion {
|
|
weighting[] = {{0.30, 0}, {0.30, 1}};
|
|
};
|
|
class Cut {
|
|
weighting[] = {{0.1, 1}, {0.1, 0}};
|
|
};
|
|
class VelocityWound {
|
|
weighting[] = {{0.35, 1}, {0.35, 0}};
|
|
};
|
|
};
|
|
};
|
|
};
|