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[TM FIRST] Wounds are applied easier on damaged bodyparts (#2406)
* Update _bodyparts.dm * deterministic wounding
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@@ -1,3 +1,8 @@
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//Deterministic bonus for bodypart wounding:
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#define DAMAGED_BODYPART_BONUS_WOUNDING_BONUS 30 //After this threshold we dont get any wounding bonuses form damaged bodyparts
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#define DAMAGED_BODYPART_BONUS_WOUNDING_THRESHOLD 0.5 //How much extra % of wounding dmg we'll have if a bodypart is damaged enough
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#define DAMAGED_BODYPART_BONUS_WOUNDING_COEFF 15 //This is multiplied by the sustained damage %. Keep in mind the % limit //Currently: 15/0.5=7.5
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#define GAUZE_STAIN_BLOOD 1
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#define GAUZE_STAIN_PUS 2
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@@ -306,6 +306,14 @@
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// now we have our wounding_type and are ready to carry on with wounds and dealing the actual damage
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if(owner && wounding_dmg >= WOUND_MINIMUM_DAMAGE && wound_bonus != CANT_WOUND)
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//SKYRAT EDIT ADDITION - MEDICAL
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//This makes it so the more damaged bodyparts are, the more likely they are to get wounds
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//However, this bonus isn't applied when the object doesn't pass the initial wound threshold, nor is it when it already has enough wounding dmg
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if(wounding_dmg < DAMAGED_BODYPART_BONUS_WOUNDING_BONUS)
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var/damaged_percent = (brute_dam + burn_dam)/max_damage
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if(damaged_percent > DAMAGED_BODYPART_BONUS_WOUNDING_THRESHOLD)
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damaged_percent = DAMAGED_BODYPART_BONUS_WOUNDING_THRESHOLD
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wounding_dmg = min(DAMAGED_BODYPART_BONUS_WOUNDING_BONUS, wounding_dmg+(damaged_percent*DAMAGED_BODYPART_BONUS_WOUNDING_COEFF))
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if(current_gauze)
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current_gauze.take_damage()
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if(current_splint)
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