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Medical - Add Additional Hitpoints to the medical system #10482

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Cplhardcore
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When merged this pull request will:

  • Adds 6 new hitpoints to the ace medical system (Neck, Chest, and four upper limbs) for better compatibility and modularity to other medical mods

ToDo
-GUI

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  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

@veteran29 veteran29 self-requested a review November 5, 2024 02:13
@veteran29 veteran29 requested a review from LinkIsGrim November 5, 2024 02:29
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cc @pterolatypus

@veteran29 veteran29 requested a review from BrettMayson November 5, 2024 02:30
@Drofseh
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Drofseh commented Nov 5, 2024

If the upper limbs are called upper the lower limbs should be called lower.
Upper Arm and Arm sounds weird compared to Upper Arm and Lower Arm.

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cc @pterolatypus

MIA

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I don't hate this on principle but oh dear this can break in so many ways (both itself and BWC)

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I don't hate this on principle but oh dear this can break in so many ways (both itself and BWC)

I know, its horrible for BWC, but its a very much needed update as KAM needs more granularity in terms of hitpoints (and overwrites are not great

I had a differing path as well, but that would have had me make hitpoints for everything, down to the granularity of individual hands and joints, which would have been worse

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Surprisingly few changes necessary to make this work (though I'll admit I haven't looked at this under a microscope), which is good, but this is a big enough change this late into the lifecycle that I'd put it under a setting. Which you can't do, because hitpoints are tied too strongly into how the system works and was balanced.

This warrants similar testing as the wound handler rework and medical rewrite IMO.

Some other considerations:
Do you bleed twice as much for explosions now? (I have a feeling you do)
Is sway just twice as strong on the worst case too?

This is a pretty big change so we're going to be nitpicky. You're going to see "Requested Changes" a lot. Sorry, not sorry (please use hemtt), I still have an armor penetration PR that hasn't been reviewed because no one wants to touch medical.

Cplhardcore and others added 3 commits November 4, 2024 19:24
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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Cplhardcore commented Nov 5, 2024

Some other considerations:
Do you bleed twice as much for explosions now? (I have a feeling you do),

Yes, but there is another PR in the pipe that reworks wounds and their creation, so in the end it will be equivalent to how it was before

Is sway just twice as strong on the worst case too?

Yes, and I'm looking at making a change to that

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Cplhardcore commented Nov 5, 2024

Current issues
GUI, i need to do it Done

Explosions are kinda weird for damage, likes to leave parts of limbs untouched, might need the damage randomizer to be a flip flop instead, unless its all one EH and if so ill need to work at explosive damage

End key is broken, somehow, no idea where or how (it was a keybind issue)

Chest and torso can be fractured, to be fixed (its fixed, didn't change a number)

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Current issue, explosions are one call of woundshandlerbase per hitpoint, and splitting it isn't fruitful,

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Explosions are fixed, did a new wounds handler

{
private _damageData = _x;
_damageData params ["_engineDamage", "_bodyPart", "_realDamage"];
switch (true) do {
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This hack ain't necessary here.

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I'll review when I have time, which isn't going to be soon. I maintain that this is a hell of a change to how the system has worked for years and I'm not a fan personally.

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5 participants