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class InjuryHandlerThresholds |
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{ |
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const float WORN = 0.5; |
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const float DAMAGED = 0.3; |
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const float BADLY_DAMAGED = 0.2; |
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const float RUINED = 0.1; |
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}; |
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class InjuryAnimValues |
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{ |
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const float LVL0 = 0; |
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const float LVL1 = 0.3; |
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const float LVL2 = 0.6; |
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const float LVL3 = 0.8; |
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const float LVL4 = 1; |
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}; |
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enum eInjuryHandlerLevels |
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{ |
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PRISTINE, |
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WORN, |
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DAMAGED, |
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BADLY_DAMAGED, |
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RUINED, |
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} |
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enum eInjuryOverrides |
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{ |
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NONE = 0, |
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MORPHINE = 1, |
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PAIN_KILLERS_LVL0 = 2, |
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PAIN_KILLERS_LVL1 = 4, |
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BROKEN_LEGS = 8, |
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BROKEN_LEGS_SPLINT = 16, |
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PRONE_ANIM_OVERRIDE = 32, |
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} |
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class InjuryAnimationHandler |
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{ |
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const float VALUE_CHECK_INTERVAL = 5; |
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const float SENSITIVTY_PERCENTAGE = 1; |
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ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker(); |
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float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1; |
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float m_LastUpdate; |
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eInjuryHandlerLevels m_LastHealthUpdate; |
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float m_HealthMaxValue; |
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private PlayerBase m_Player; |
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private bool m_AnimationChange = false; |
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private bool m_InjuryAnimEnabled = false; |
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private float m_InjuryAnimDamageValue = 0; |
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int m_ForceInjuryAnimMask; |
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void InjuryAnimationHandler(PlayerBase player) |
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{ |
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m_Player = player; |
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m_HealthMaxValue = m_Player.GetMaxHealth("", "Health"); |
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} |
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bool IsInjuryAnimEnabled() |
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{ |
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return m_InjuryAnimEnabled; |
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} |
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float GetInjuryAnimValue() |
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{ |
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return m_InjuryAnimDamageValue; |
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} |
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ScriptInvoker GetInvoker() |
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{ |
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return m_ChangedStateInvoker; |
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} |
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void Update(float deltaT) |
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{ |
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if ( m_AnimationChange ) |
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{ |
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m_Player.GetCommandModifier_Additives().SetInjured(m_InjuryAnimDamageValue, m_InjuryAnimEnabled); |
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m_AnimationChange = false; |
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} |
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if ( GetGame().IsClient() ) |
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return; |
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m_TimeSinceLastTick += deltaT; |
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if ( m_TimeSinceLastTick > VALUE_CHECK_INTERVAL ) |
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{ |
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CheckValue(); |
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m_TimeSinceLastTick = 0; |
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} |
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} |
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eInjuryHandlerLevels GetOverrideLevel(eInjuryHandlerLevels unchanged_level) |
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{ |
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eInjuryHandlerLevels override_level = unchanged_level; |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.PRONE_ANIM_OVERRIDE && override_level > eInjuryHandlerLevels.PRISTINE ) |
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{ |
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override_level = eInjuryHandlerLevels.PRISTINE; |
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return override_level; |
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} |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.MORPHINE && override_level > eInjuryHandlerLevels.PRISTINE ) |
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{ |
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override_level = eInjuryHandlerLevels.PRISTINE; |
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} |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL1 && override_level > eInjuryHandlerLevels.WORN ) |
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{ |
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override_level = eInjuryHandlerLevels.WORN; |
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} |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL0 && override_level > eInjuryHandlerLevels.DAMAGED ) |
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{ |
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override_level = eInjuryHandlerLevels.DAMAGED; |
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} |
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if ( m_ForceInjuryAnimMask && override_level > eInjuryHandlerLevels.DAMAGED ) |
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{ |
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override_level = eInjuryHandlerLevels.RUINED; |
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} |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS_SPLINT && override_level < eInjuryHandlerLevels.DAMAGED ) |
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{ |
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override_level = eInjuryHandlerLevels.DAMAGED; |
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} |
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if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS && override_level < eInjuryHandlerLevels.RUINED ) |
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{ |
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float avgLegHealth = m_Player.GetHealth("RightLeg","") + m_Player.GetHealth("LeftLeg","") + m_Player.GetHealth("RightFoot","") + m_Player.GetHealth("LeftFoot",""); |
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avgLegHealth *= 0.25; |
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if (avgLegHealth <= PlayerConstants.BROKEN_LEGS_LOW_HEALTH_THRESHOLD) |
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override_level = eInjuryHandlerLevels.RUINED; |
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else if (avgLegHealth >= PlayerConstants.BROKEN_LEGS_HIGH_HEALTH_THRESHOLD) |
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override_level = eInjuryHandlerLevels.WORN; |
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else |
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override_level = eInjuryHandlerLevels.DAMAGED; |
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} |
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return override_level; |
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} |
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void CheckValue(bool forceUpdate = false) |
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{ |
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float health_current_normalized = m_Player.GetHealth("","Health") / m_HealthMaxValue; |
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eInjuryHandlerLevels injury_level = GetInjuryLevel(health_current_normalized); |
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if ( m_ForceInjuryAnimMask ) |
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{ |
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injury_level = GetOverrideLevel(injury_level); |
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} |
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if ( m_LastHealthUpdate != injury_level || forceUpdate ) |
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{ |
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SendValue(injury_level); |
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m_ChangedStateInvoker.Invoke(injury_level); |
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m_LastHealthUpdate = injury_level; |
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Synchronize(injury_level); |
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} |
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} |
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void Synchronize(eInjuryHandlerLevels level) |
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{ |
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m_Player.m_HealthLevel = level; |
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m_Player.SetSynchDirty(); |
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} |
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void SendValue(eInjuryHandlerLevels level) |
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{ |
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DayZPlayerSyncJunctures.SendInjury(m_Player, true, level); |
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} |
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void SetInjuryCommandParams(bool enable, eInjuryHandlerLevels level) |
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{ |
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m_AnimationChange = true; |
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m_InjuryAnimEnabled = enable; |
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m_InjuryAnimDamageValue = GetInjuryValue(level); |
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} |
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eInjuryHandlerLevels GetInjuryLevel(float health) |
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{ |
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if ( health < InjuryHandlerThresholds.RUINED ) |
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{ |
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return eInjuryHandlerLevels.RUINED; |
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} |
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if ( health < InjuryHandlerThresholds.BADLY_DAMAGED ) |
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{ |
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return eInjuryHandlerLevels.BADLY_DAMAGED; |
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} |
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if ( health < InjuryHandlerThresholds.DAMAGED ) |
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{ |
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return eInjuryHandlerLevels.DAMAGED; |
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} |
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if ( health < InjuryHandlerThresholds.WORN ) |
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{ |
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return eInjuryHandlerLevels.WORN; |
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} |
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return eInjuryHandlerLevels.PRISTINE; |
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} |
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float GetInjuryValue(eInjuryHandlerLevels level) |
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{ |
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switch ( level ) |
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{ |
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case eInjuryHandlerLevels.RUINED: |
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{ |
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return InjuryAnimValues.LVL4; |
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} |
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case eInjuryHandlerLevels.BADLY_DAMAGED: |
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{ |
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return InjuryAnimValues.LVL3; |
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} |
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case eInjuryHandlerLevels.DAMAGED: |
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{ |
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return InjuryAnimValues.LVL2; |
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} |
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case eInjuryHandlerLevels.WORN: |
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{ |
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return InjuryAnimValues.LVL1; |
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} |
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case eInjuryHandlerLevels.PRISTINE: |
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{ |
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return InjuryAnimValues.LVL0; |
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} |
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default: |
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Error("Undefined Injury level"); |
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} |
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return 0; |
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} |
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} |