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https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-14 19:32:32 +00:00
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
58 lines
2.1 KiB
Plaintext
58 lines
2.1 KiB
Plaintext
/obj/item/forensics
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icon = 'icons/obj/forensics.dmi'
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w_class = WEIGHT_CLASS_TINY
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/**
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* The maximum percentage of unknown points in a fingerprint string (represented as asterisks)
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* before the fingerprint is considered incomplete enough (and thus not recognisable)
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*
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* A fingerprint is 32 characters long and every unknown point of it is "*"
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*/
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#define MAX_UNKNOWN_POINTS_FOR_KNOWN_FINGERPRINT_PERCENTAGE 98
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/**
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* Returns `TRUE` if the fingerprint is complete (above `FINGERPRINT_COMPLETE`), `FALSE` otherwise
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*
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* * print - The fingerprint (a string)
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*/
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/proc/is_complete_print(var/print)
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var/unknown_points_percentage = stringpercent(print)
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if(unknown_points_percentage <= MAX_UNKNOWN_POINTS_FOR_KNOWN_FINGERPRINT_PERCENTAGE)
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return TRUE
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else
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return FALSE
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#undef MAX_UNKNOWN_POINTS_FOR_KNOWN_FINGERPRINT_PERCENTAGE
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/atom/var/list/suit_fibers
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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if(M.gloves && istype(M.gloves,/obj/item/clothing/gloves))
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var/obj/item/clothing/gloves/G = M.gloves
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if(G.transfer_blood && G.bloody_hands_mob?.resolve()) //bloodied gloves transfer blood to touched objects
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if(add_blood(G.bloody_hands_mob.resolve())) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands && M.bloody_hands_mob?.resolve())
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if(add_blood(M.bloody_hands_mob.resolve()))
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M.bloody_hands--
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if(!suit_fibers) suit_fibers = list()
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var/fibertext
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var/item_multiplier = istype(src,/obj/item)?1.2:1
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var/suit_coverage = 0
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if(M.wear_suit)
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fibertext = "Material from \a [initial(M.wear_suit.name)]."
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if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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suit_coverage = M.wear_suit.body_parts_covered
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if(M.w_uniform && (M.w_uniform.body_parts_covered & ~suit_coverage))
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fibertext = "Fibers from \a [initial(M.w_uniform.name)]."
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if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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if(M.gloves && (M.gloves.body_parts_covered & ~suit_coverage))
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fibertext = "Material from a pair of [initial(M.gloves.name)]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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