Mods (complete and add to the following information):
- Arma 3:
2.20 profiling
- CBA:
3.18.6
- ACE3:
3.21.0
Description:
Blood spurts are always created when a unit is hit, even if no damage is taken. E.g. a unit being hit in its FireGeo but not in a hitpoint, or a wound handler returning [] / _allDamages being resized to an empty array still creates a blood spurt despite there not being any damage.
Steps to reproduce:
Follow this flowchart!
- Create / edit a wound handler to always make
_allDamages an empty array
- Shoot a unit
- No damage (should be) taken, but blood spurts are still created.
Expected behavior:
If a unit is hit but no damage is taken, there should not be any blood drops created.
Where did the issue occur?
Log Files:
Additional context:
Mostly minor, but it is annoying when we disable fall damage but people have blood droplets created when they land on the ground.
I'm assuming it's https://github.com/acemod/ACE3/blob/master/addons/medical_blood/functions/fnc_spurt.sqf that handles this, but that seems to run before damage handling. Not sure how easy it is for it to use the actual damage taken instead
Screenshots:


Mods (complete and add to the following information):
2.20profiling3.18.63.21.0Description:
Blood spurts are always created when a unit is hit, even if no damage is taken. E.g. a unit being hit in its FireGeo but not in a hitpoint, or a wound handler returning
[]/_allDamagesbeing resized to an empty array still creates a blood spurt despite there not being any damage.Steps to reproduce:
Follow this flowchart!
_allDamagesan empty arrayExpected behavior:
If a unit is hit but no damage is taken, there should not be any blood drops created.
Where did the issue occur?
Log Files:
Additional context:
Mostly minor, but it is annoying when we disable fall damage but people have blood droplets created when they land on the ground.
I'm assuming it's https://github.com/acemod/ACE3/blob/master/addons/medical_blood/functions/fnc_spurt.sqf that handles this, but that seems to run before damage handling. Not sure how easy it is for it to use the actual damage taken instead
Screenshots:

