From 70b0a4c4343d6976477dfe3b4860df825f1bdeae Mon Sep 17 00:00:00 2001 From: PabstMirror Date: Tue, 11 Jun 2024 12:37:43 -0500 Subject: [PATCH] Medical - Cleanup refs to hdBracket (#10064) --- addons/medical_engine/functions/fnc_handleDamage.sqf | 4 ++-- addons/medical_engine/script_macros_config.hpp | 7 ------- 2 files changed, 2 insertions(+), 9 deletions(-) diff --git a/addons/medical_engine/functions/fnc_handleDamage.sqf b/addons/medical_engine/functions/fnc_handleDamage.sqf index 61de4997b9e..168203366c2 100644 --- a/addons/medical_engine/functions/fnc_handleDamage.sqf +++ b/addons/medical_engine/functions/fnc_handleDamage.sqf @@ -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 && @@ -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) && diff --git a/addons/medical_engine/script_macros_config.hpp b/addons/medical_engine/script_macros_config.hpp index 7f65a4b9129..4c276d7b186 100644 --- a/addons/medical_engine/script_macros_config.hpp +++ b/addons/medical_engine/script_macros_config.hpp @@ -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;\