No.
OFP swaps textures for wounded body parts. The possible injuries have to be included in the model as selections, and included in the config under CfgModels: class Man:Default
{
sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh"};
sectionsInherit="Head";
};
I've not noticed that OFP discriminates between sides of the body: whether the left arm, right arm or pravy (Czech for right) arm is hit, both are considered wounded.
Then the game engine looks if any textures are affected. These are listed under CfgVehicles for the particular unit: wounds[]={
"w_helma_front","w_helma_front_D",
"w_helma_side2","w_helma_side2_D",
"w_helma_vnitrek","w_helma_vnitrek_D",
"w_ramena","w_ramena_D",
"w_hrud_p","w_hrud_p_D",
"w_zadaruce_z","w_zadaruce_z_D",
"w_vojak_ruka_bok_l","w_vojak_ruka_bok_l_D",
"w_vojak_ruka_bok_p","w_vojak_ruka_bok_p_D",
"w_vojak_nohy_bok_l","w_vojak_nohy_bok_l_D",
"w_vojak_nohy_bok_p","w_vojak_nohy_bok_p_D",
"w_nohy_p","w_nohy_p_D",
"w_nohy_z","w_nohy_z_D",
...
};
if the texture on the left is part of a selection that has been wounded, then it is replaced by the texture on the right (D being common shorthand for Damaged, though you may also see z or zranen (Czech for injured).
The injured textures are typically based on the uninjured, but with a generic bloody smear added. Though some genius somewhere may have discovered evidence to the contrary, I believe each texture can only have one wounded counterpart, that will be displayed whatever the cause: pistol, HMG, grenade, etc.