ACE3/addons/medical_engine/functions
Bismarck e566cbf35a Fixes damage redirection issues (#6231)
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.
2018-07-16 23:49:06 +02:00
..
fnc_damageBodyPart.sqf More component name fixes and small clean up 2018-07-15 16:24:04 +02:00
fnc_handleDamage.sqf Fixes damage redirection issues (#6231) 2018-07-16 23:49:06 +02:00
fnc_playInjuredSound.sqf Switch heartbeat to waitAndExec, allow switching pain settings 2017-02-18 22:11:40 -06:00
fnc_setLimping.sqf More component name fixes and small clean up 2018-07-15 16:24:04 +02:00
fnc_setStructuralDamage.sqf use new macro 2016-10-02 17:50:17 +02:00
fnc_setUnconsciousAnim.sqf make waking up rocket soldier kneel not stand 2016-10-13 01:42:32 +02:00
fnc_updateBodyPartVisuals.sqf Fix updating body part visuals (#5141) 2017-06-08 13:50:38 -05:00
script_component.hpp merge medical engine component into medical rewrite branch 2016-07-30 14:00:42 +02:00