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Units accumulate damage in the local variables "ACE_Medical_Engine_$HitXXXX", but these are never reset. The way these vars are used is as a single-damage-event tracker, and the end result of not resetting their value when they're done being used is that a specific $HitXXXX can accumulate enough damage to cause the "select wound with highest damage" code to always select _it_ for the next wound event, even if it wasn't the primary target of the last wound event. I.E. I get shot in the right leg badly. If I then get winged in the left arm, that wound will end up on my right leg, because when the code runs, it finds QGVAR($HitRightLeg) > QGVAR($HitLeftArm), and so it applies the wound to the right leg. |
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fnc_damageBodyPart.sqf | ||
fnc_handleDamage.sqf | ||
fnc_playInjuredSound.sqf | ||
fnc_setLimping.sqf | ||
fnc_setStructuralDamage.sqf | ||
fnc_setUnconsciousAnim.sqf | ||
fnc_updateBodyPartVisuals.sqf | ||
script_component.hpp |