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Medical - Disable blood spurts for fire, burn and drown damage types #9001
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Gotta go fast. ```sqf // Execution Time: 0.0018 ms | Cycles: 10000/10000 | Total Time: 18 ms getNumber (configFile >> "ACE_Medical_Injuries" >> "damageTypes" >> "burn" >> "noBlood"); ``` ```sqf // Execution Time: 0.0008 ms | Cycles: 10000/10000 | Total Time: 8 ms ace_medical_blood_noBloodDamageTypes getOrDefault ["burn", false]; ```
FIY @pterolatypus |
ideally I would like to see this be based on wound type rather than damage type, but that would require a bit of restructuring |
```sqf // Execution Time: 0.0006 ms | Cycles: 10000/10000 | Total Time: 6 ms "burn" in ace_medical_blood_noBloodDamageTypes; ```
// Execution Time: 0.0015 ms | Cycles: 10000/10000 | Total Time: 15 ms
(call (uiNamespace getVariable "ace_medical_blood_noBloodDamageTypes")) // Execution Time: 0.0234 ms | Cycles: 10000/10000 | Total Time: 234 ms
"getNumber (_x >> 'noBlood') == 1" configClasses (configFile >> "ACE_Medical_Injuries" >> "damageTypes") apply {[configName _x, nil]} Is it worth it? Not sure but it's how we've been doing it in other components so doing it like this for consistency. Also, the more damage types the slower the config crawl so not doing that on every mission load is in theory beneficial if there's a lot of custom damage types (unlikely). |
fair enough, that's more than I was expecting |
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Code LGTM.
When merged this pull request will:
noBlood
config param to the damageTypes configs in ACE_Medical_Injuries