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class FallDamageData |
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{ |
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int m_LandType; |
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float m_Height; |
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float m_HealthCoef; |
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float m_ShockCoef; |
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float m_BrokenLegsCoef; |
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float m_BleedingHandsCoef; |
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float m_BleedingFeetCoef; |
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float m_BleedingLegsCoef; |
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float m_GlovesHealthCoef; |
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float m_ShoesHealthCoef; |
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float m_PantsHealthCoef; |
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float m_BleedingChanceCoef; |
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float m_BleedingChanceLegsCoef; |
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} |
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class DayZPlayerImplementFallDamage |
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{ |
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static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"; |
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static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"; |
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static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"; |
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static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"; |
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const float HEALTH_HEIGHT_LOW = 5; |
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const float HEALTH_HEIGHT_HIGH = 14; |
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private const float SHOCK_HEIGHT_LOW = 3; |
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private const float SHOCK_HEIGHT_HIGH = 12; |
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private const float BROKENLEGS_HEIGHT_LOW = 5; |
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private const float BROKENLEGS_HEIGHT_HIGH = 9; |
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private const float GLOVES_HEALTH_HEIGHT_LOW = 5; |
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private const float GLOVES_HEALTH_HEIGHT_HIGH = 15; |
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private const float SHOES_HEALTH_HEIGHT_LOW = 2; |
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private const float SHOES_HEALTH_HEIGHT_HIGH = 15; |
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private const float PANTS_HEALTH_HEIGHT_LOW = 5; |
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private const float PANTS_HEALTH_HEIGHT_HIGH = 16; |
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private const float BLEEDINGHANDS_HEIGHT_LOW = 5; |
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private const float BLEEDINGFEET_HEIGHT_LOW = 3; |
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private const float BLEEDINGLEGS_HEIGHT_LOW = 10; |
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private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05; |
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private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1; |
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private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05; |
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private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1; |
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private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0; |
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private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2; |
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private const float BLEEDING_CHANCE_HEIGHT_LOW = 3; |
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private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15; |
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private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125; |
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private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}; |
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private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}; |
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private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}; |
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private const int DAMAGE_TYPE_GLOBAL = 0; |
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private const int DAMAGE_TYPE_LEGS = 1; |
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private const int DAMAGE_TYPE_ATTACHMENTS = 2; |
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DayZPlayer m_Player; |
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private ref FallDamageData m_FallDamageData; |
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#ifdef DIAG_DEVELOPER |
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bool m_Debug = false; |
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private static ref map<string, float> m_AmmoTypeData; |
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#endif |
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void DayZPlayerImplementFallDamage(DayZPlayer pPlayer) |
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{ |
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m_Player = pPlayer; |
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m_FallDamageData = new FallDamageData(); |
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#ifdef DIAG_DEVELOPER |
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PreloadAmmoTypeData(); |
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#endif |
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} |
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float GetHeight() |
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{ |
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return m_FallDamageData.m_Height; |
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} |
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int GetLandType() |
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{ |
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return m_FallDamageData.m_LandType; |
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} |
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void HandleFallDamage(FallDamageData pData) |
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{ |
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m_FallDamageData = pData; |
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m_FallDamageData.m_HealthCoef = Math.InverseLerp(HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_HealthCoef = Randomize(DAMAGE_TYPE_GLOBAL, m_FallDamageData.m_HealthCoef); |
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m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1); |
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m_FallDamageData.m_ShockCoef = Math.InverseLerp(SHOCK_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1); |
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m_FallDamageData.m_BrokenLegsCoef = Math.InverseLerp(BROKENLEGS_HEIGHT_LOW, BROKENLEGS_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef); |
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m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1); |
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m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height); |
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m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1); |
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m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height); |
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m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1); |
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m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height); |
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m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1); |
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m_FallDamageData.m_GlovesHealthCoef = Math.InverseLerp(GLOVES_HEALTH_HEIGHT_LOW, GLOVES_HEALTH_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef); |
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m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1); |
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m_FallDamageData.m_ShoesHealthCoef = Math.InverseLerp(SHOES_HEALTH_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef); |
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m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1); |
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m_FallDamageData.m_PantsHealthCoef = Math.InverseLerp(PANTS_HEALTH_HEIGHT_LOW, PANTS_HEALTH_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef); |
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m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1); |
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m_FallDamageData.m_BleedingChanceCoef = Math.InverseLerp(BLEEDING_CHANCE_HEIGHT_LOW, BLEEDING_CHANCE_HEIGHT_HIGH, pData.m_Height); |
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m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7); |
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m_FallDamageData.m_BleedingChanceLegsCoef = 0.15; |
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if (GetGame().IsServer()) |
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{ |
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PlayerBase playerBase = PlayerBase.Cast(m_Player); |
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if (playerBase) |
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{ |
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AttachBleedingToZonesByHeight(playerBase); |
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DamageAttachedGear(playerBase); |
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playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef); |
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} |
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vector posMS = m_Player.WorldToModel(m_Player.GetPosition()); |
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m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef); |
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m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef); |
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if (playerBase) |
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playerBase.ForceUpdateInjuredState(); |
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} |
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} |
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private float Randomize(int pType, float pValue) |
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{ |
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Math.Randomize(GetGame().GetTime()); |
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int randomizedSign = -1; |
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if (Math.RandomIntInclusive(1, 2) % 2 == 1) |
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randomizedSign = 1; |
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float randomizationValue = 0; |
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switch (pType) |
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{ |
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case DAMAGE_TYPE_GLOBAL: |
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randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_HEALTH_HIGH); |
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break; |
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case DAMAGE_TYPE_LEGS: |
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randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_LEGS_LOW, RANDOM_THRESHOLD_LEGS_HIGH); |
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break; |
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case DAMAGE_TYPE_ATTACHMENTS: |
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randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_ATTACHMENTS_HIGH); |
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break; |
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} |
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return pValue + (randomizedSign * pValue * randomizationValue); |
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} |
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private void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer) |
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{ |
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Math.Randomize(GetGame().GetTime()); |
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int bleedingSelectionIndex; |
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BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer(); |
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if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null) |
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{ |
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bleedingSelectionIndex = Math.RandomInt(0, 2); |
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bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]); |
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} |
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if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null) |
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{ |
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bleedingSelectionIndex = Math.RandomInt(0, 2); |
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bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]); |
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} |
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if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0) |
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{ |
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bleedingSelectionIndex = Math.RandomInt(0, 2); |
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bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]); |
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} |
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} |
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private void DamageAttachedGear(notnull PlayerBase pPlayer) |
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{ |
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EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves"); |
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if (gloves) |
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gloves.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef); |
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EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet"); |
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if (shoes) |
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shoes.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef); |
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EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs"); |
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if (pants) |
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pants.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef); |
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} |
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#ifdef DIAG_DEVELOPER |
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FallDamageDebugData GetFallDamageDebugData() |
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{ |
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FallDamageDebugData data = new FallDamageDebugData(); |
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data.Synch(this); |
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return data; |
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} |
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void ShowFallDamageDebugInfo(bool enabled) |
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{ |
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FallDamageDebugData data = GetFallDamageDebugData(); |
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DisplayFallDamageDebugInfo(enabled, data); |
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} |
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private static string LandTypeToString(int landType) |
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{ |
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switch (landType) |
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{ |
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case 1: |
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return "LIGHT"; |
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case 2: |
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return "MEDIUM"; |
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case 3: |
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return "HEAVY": |
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} |
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return "NONE"; |
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} |
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private void PreloadAmmoTypeData() |
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{ |
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if (m_AmmoTypeData == null) |
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m_AmmoTypeData = new ref map<string, float>(); |
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m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH)[0]); |
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m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_SHOCK, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_SHOCK)[2]); |
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m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS)[0]); |
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m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT)[0]); |
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} |
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private vector GetValuesFromAmmoType(string pAmmoType) |
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{ |
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vector values = vector.Zero; |
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values[0] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Health damage", pAmmoType)); |
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values[1] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Blood damage", pAmmoType)); |
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values[2] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Shock damage", pAmmoType)); |
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return values; |
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} |
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static void DisplayFallDamageDebugInfo(bool enabled, FallDamageDebugData data) |
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{ |
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int windowPosX = 10; |
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int windowPosY = 200; |
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DbgUI.Begin("Fall Damage (last)", windowPosX, windowPosY); |
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if (enabled) |
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{ |
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DbgUI.Text(string.Format("Height:\t%1", Math.Clamp(data.m_Height, 0, float.MAX))); |
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DbgUI.Text(string.Format("Land Type:\t%1 (%2)", data.m_LandType, LandTypeToString(data.m_LandType))); |
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DbgUI.Text(""); |
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DbgUI.Text("Health"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_HealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH] * data.m_HealthCoef)); |
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DbgUI.Text("Shock"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShockCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_SHOCK] * data.m_ShockCoef)); |
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DbgUI.Text("Broken Legs:"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_BrokenLegsCoef, BROKENLEGS_HEALTH_DAMAGE_MAX * data.m_BrokenLegsCoef)); |
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DbgUI.Text("Gloves damage:"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_GlovesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_GlovesHealthCoef)); |
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DbgUI.Text("Shoes damage:"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShoesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_ShoesHealthCoef)); |
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DbgUI.Text("Pants damage:"); |
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DbgUI.Text(string.Format(" coef:%1 dmg:%2" , data.m_PantsHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT] * data.m_PantsHealthCoef)); |
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DbgUI.Text("Bleeding coefs:"); |
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DbgUI.Text(string.Format(" hands:%1", data.m_BleedingHandsCoef)); |
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DbgUI.Text(string.Format(" feet:%1", data.m_BleedingFeetCoef)); |
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DbgUI.Text(string.Format(" legs:%1", data.m_BleedingLegsCoef)); |
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DbgUI.Text(string.Format(" H&F chance:%1", data.m_BleedingChanceCoef)); |
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} |
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DbgUI.End(); |
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} |
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void FillDebugFallDamageData(FallDamageDebugData data) |
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{ |
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data.m_Height = m_FallDamageData.m_Height; |
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data.m_LandType = m_FallDamageData.m_LandType; |
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data.m_HealthCoef = m_FallDamageData.m_HealthCoef; |
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data.m_ShockCoef = m_FallDamageData.m_ShockCoef; |
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data.m_BrokenLegsCoef = m_FallDamageData.m_BrokenLegsCoef; |
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data.m_GlovesHealthCoef = m_FallDamageData.m_GlovesHealthCoef; |
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data.m_ShoesHealthCoef = m_FallDamageData.m_ShoesHealthCoef; |
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data.m_PantsHealthCoef = m_FallDamageData.m_PantsHealthCoef; |
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data.m_BleedingHandsCoef = m_FallDamageData.m_BleedingHandsCoef; |
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data.m_BleedingFeetCoef = m_FallDamageData.m_BleedingFeetCoef; |
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data.m_BleedingLegsCoef = m_FallDamageData.m_BleedingLegsCoef; |
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data.m_BleedingChanceCoef = m_FallDamageData.m_BleedingChanceCoef; |
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} |
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#endif |
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const string FD_AMMO = "FallDamage"; |
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const float FD_DMG_FROM_HEIGHT = 2.5; |
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const float FD_MAX_DMG_AT_HEIGHT = 15; |
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const float FD_MAX_HEIGHT_LEG_BREAK = 8; |
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void HandleFallDamage(float pHeight); |
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float DamageCoef(float pHeight); |
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} |
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#ifdef DIAG_DEVELOPER |
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class FallDamageDebugData : Param |
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{ |
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int m_LandType; |
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float m_Height; |
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float m_HealthCoef; |
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float m_ShockCoef; |
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float m_BrokenLegsCoef; |
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float m_GlovesHealthCoef; |
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float m_ShoesHealthCoef; |
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float m_PantsHealthCoef; |
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float m_BleedingHandsCoef; |
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float m_BleedingFeetCoef; |
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float m_BleedingLegsCoef; |
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float m_BleedingChanceCoef; |
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void Synch(DayZPlayerImplementFallDamage fallDamage) |
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{ |
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m_Height = fallDamage.GetHeight(); |
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m_LandType = fallDamage.GetLandType(); |
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fallDamage.FillDebugFallDamageData(this); |
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} |
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override bool Serialize(Serializer ctx) |
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{ |
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return ctx.Write(m_Height) && ctx.Write(m_LandType) && ctx.Write(m_HealthCoef) && ctx.Write(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Write(m_GlovesHealthCoef) && ctx.Write(m_ShoesHealthCoef) && ctx.Write(m_PantsHealthCoef) && ctx.Write(m_BleedingHandsCoef) && ctx.Write(m_BleedingFeetCoef) && ctx.Write(m_BleedingLegsCoef); |
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} |
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override bool Deserializer(Serializer ctx) |
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{ |
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return ctx.Read(m_Height) && ctx.Read(m_LandType) && ctx.Read(m_HealthCoef) && ctx.Read(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Read(m_GlovesHealthCoef) && ctx.Read(m_ShoesHealthCoef) && ctx.Read(m_PantsHealthCoef) && ctx.Read(m_BleedingHandsCoef) && ctx.Read(m_BleedingFeetCoef) && ctx.Read(m_BleedingLegsCoef); |
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} |
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} |
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#endif |
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