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Medical - Cleanup refs to hdBracket (acemod#10064)
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PabstMirror authored Jun 11, 2024
1 parent 59af3e1 commit 70b0a4c
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Showing 2 changed files with 2 additions and 9 deletions.
4 changes: 2 additions & 2 deletions addons/medical_engine/functions/fnc_handleDamage.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@ if (!_structuralDamage) then {
};
TRACE_6("Received hit",_hitpoint,_ammo,_newDamage,_realDamage,_directHit,_context);

// Drowning doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Drowning doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
// Damage occurs in consistent increments
if (
_structuralDamage &&
Expand All @@ -71,7 +71,7 @@ private _vehicle = objectParent _unit;
private _inVehicle = !isNull _vehicle;
private _environmentDamage = _ammo == "";

// Crashing a vehicle doesn't fire the EH for each hitpoint so the "ace_hdbracket" code never runs
// Crashing a vehicle doesn't fire the EH for each hitpoint and never triggers _context=2 (LastHitPoint)
// It does fire the EH multiple times, but this seems to scale with the intensity of the crash
if (
EGVAR(medical,enableVehicleCrashes) &&
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7 changes: 0 additions & 7 deletions addons/medical_engine/script_macros_config.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -20,13 +20,6 @@
// 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;\
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