ACE3/addons/medical_engine/script_macros_config.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

62 lines
2.0 KiB
C++

/*
Usage:
#include "\z\ace\addons\medical_engine\script_macros_config.hpp"
class CfgVehicles {
class My_AwesomeUnit_base;
class My_AwesomeUnit: My_AwesomeUnit_base {
class HitPoints {
class HitHands;
class HitLegs;
ADD_ACE_HITPOINTS;
};
};
};
*/
// Our method for adding left and right arm and leg armor. Uses those selections
// that are used for animations and therefore exist in all third party units.
// This used to take the armor values as parameters; it now inherits the values
// of `armor`, `passThrough` and `explosionShielding` from the existing hitpoints
// for vanilla consistency.
// "ACE_HDBracket" is a special hit point. It is designed in a way where the
// "HandleDamage" event handler will compute it at the end of every damage
// calculation step. This way we can figure out which hit point took the most
// damage from one projectile and should be receiving the ACE medical wound.
// the hit point itself should not take any damage
// It is important that the "ACE_HDBracket" hit point is the last in the config,
// but has the same selection as the first one (always "HitHead" for soldiers).
#define ADD_ACE_HITPOINTS\
class HitLeftArm: HitHands {\
material = -1;\
name = "hand_l";\
radius = 0.08;\
visual = "injury_hands";\
minimalHit = 0.01;\
};\
class HitRightArm: HitLeftArm {\
name = "hand_r";\
};\
class HitLeftLeg: HitLegs {\
material = -1;\
name = "leg_l";\
radius = 0.1;\
visual = "injury_legs";\
minimalHit = 0.01;\
};\
class HitRightLeg: HitLeftLeg {\
name = "leg_r";\
};\
class ACE_HDBracket {\
armor = 1;\
material = -1;\
name = "head";\
passThrough = 0;\
radius = 1;\
explosionShielding = 1;\
visual = "";\
minimalHit = 0;\
depends = "HitHead";\
}