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Bundle fire damage into larger chunks #4223
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@@ -20,6 +20,8 @@ | |
params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"]; | ||
TRACE_6("ACE_DEBUG: HandleDamage Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage); | ||
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if (_typeOfDamage == "") then {_typeOfDamage = "unknown";}; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. if this is necessary here, it's also necessary in the sqf fallback method for wounds. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. fallback already does this There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Ah, my bad. Awesome! 👍 |
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// Administration for open wounds and ids | ||
private _openWounds = _unit getVariable[QGVAR(openWounds), []]; | ||
private _woundID = _unit getVariable[QGVAR(lastUniqueWoundID), 1]; | ||
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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?