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Bundle fire damage into larger chunks #4223
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Good catch @PabstMirror! 👍 |
How would this look like with the new handle damage approach for the medical rewrite? |
The new approach just ignores damage below a certain threshold |
// For burning damage we will get a ton of very small hits of damage; they are too small to create any wounds | ||
// Save them up in a variable and run when it is over a noticable amount | ||
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if ((_typeOfProjectile == "") && {_newDamage < 0.15} && { |
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Are we sure that fire is the only damage source that matches this condition? iirc falling also gives you an empty projectile string. Same with being driven over and a few other cases.
And would it matter if we match those here as well?
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This only kicks in for damage < 0.15 and I think most physx damage should be more than that, but can't guarentee.
The core problem is that we are increasing bodyPartStatus
without adding new wounds.
Without wounds, the damage can't be healed, because bandageLocal does:
if (count _openWounds == 0) exitWith {false}; // nothing to do here!
I could try to do the fix there; so that GVAR(healHitPointAfterAdvBandage)
or basic medical can still heal the hitpoints even if there are no wounds?
👍 |
* Bundle fire damage into bigger chunks Redo #4223 * Use same values * Decrease combine cuttoff to 0.1
Ref #4206
Fire damage comes in as a continuous stream, but each bit is lower than the threshold to trigger unknown damage. This saves the little chunks until together they addup to something that would be enough to trigger a wound from the extension.
Without this we add damage to
bodyPartStatus
but never create any wounds, so the damage would not be removable when in basic medical or healAfterBandage.This also makes damage type
""
intounknown
which is consistent with the non-dll wound code.