Blood and tracks improvements (#5278)

-ports a fix from eris that stops people from creating tracks when walking over open spaces, and allows blood and etc to fall down if someone is bleeding while floating on an open space
-ports species based tracks from baystation, adding paw and talon-like tracks when walking barefoot
-fixes the green glow mess not going away after some time, like it should
This commit is contained in:
Alberyk
2018-09-16 17:01:13 +03:00
committed by Erki
parent 0feedab118
commit 2b30d47bd0
12 changed files with 73 additions and 12 deletions
@@ -41,6 +41,7 @@
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
fall_to_floor()
update_icon()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
@@ -230,6 +231,14 @@
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/proc/fall_to_floor()
if (isopenturf(loc))
anchored = FALSE
ADD_FALLING_ATOM(src)
/obj/effect/decal/cleanable/blood/fall_impact()
. = ..()
anchored = initial(anchored)
/obj/effect/decal/cleanable/mucus
name = "mucus"
@@ -60,7 +60,7 @@
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
if (!ROUND_IS_STARTED) // Round-start goo should stick around.
if (!mapload) // Round-start goo should stick around.
QDEL_IN(src, 2 MINUTES)
/obj/effect/decal/cleanable/cobweb
@@ -103,10 +103,10 @@
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
var/list/viruses = list()
Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
return ..()
/obj/effect/decal/cleanable/vomit/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
return ..()
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
@@ -151,8 +151,8 @@
/obj/effect/decal/cleanable/blood/tracks/footprints
name = "wet footprints"
dryname = "dried footprints"
desc = "Whoops..."
drydesc = "Whoops..."
desc = "They look like still wet tracks left by footwear."
drydesc = "They look like dried tracks left by footwear."
coming_state = "human1"
going_state = "human2"
amount = 0
@@ -160,11 +160,30 @@
/obj/effect/decal/cleanable/blood/tracks/wheels
name = "wet tracks"
dryname = "dried tracks"
desc = "Whoops..."
drydesc = "Whoops..."
desc = "They look like still wet tracks left by wheels."
drydesc = "They look like dried tracks left by wheels."
coming_state = "wheels"
going_state = ""
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/tracks/paw
name = "wet tracks"
dryname = "dried tracks"
desc = "They look like still wet tracks left by paws."
drydesc = "They look like dried tracks left by paws."
coming_state = "paw1"
going_state = "paw2"
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/tracks/claw
name = "wet tracks"
dryname = "dried tracks"
desc = "They look like still wet tracks left by claws."
drydesc = "They look like dried tracks left by claws."
coming_state = "claw1"
going_state = "claw2"
random_icon_states = null
amount = 0