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Aurora.3/code/game/objects/effects/decals/Cleanable/humans.dm

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#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
/obj/effect/decal/cleanable/blood
name = "blood"
var/dryname = "dried blood"
desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
var/drydesc = "It's dry and crusty. Someone is not doing their job."
gender = PLURAL
density = 0
anchored = 1
icon = 'icons/effects/blood.dmi'
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
var/base_icon = 'icons/effects/blood.dmi'
var/list/viruses = list()
blood_DNA = list()
var/basecolor="#A10808" // Color when wet.
var/list/datum/disease2/disease/virus2 = list()
var/amount = 5
var/drytime
var/dries = TRUE
/obj/effect/decal/cleanable/blood/no_dry
dries = FALSE
/obj/effect/decal/cleanable/blood/reveal_blood()
if(!fluorescent)
fluorescent = 1
basecolor = COLOR_LUMINOL
update_icon()
/obj/effect/decal/cleanable/blood/clean_blood()
fluorescent = 0
if(invisibility != 100)
invisibility = 100
amount = 0
..(ignore=1)
/obj/effect/decal/cleanable/blood/hide()
return
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
fall_to_floor()
update_icon()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(type == /obj/effect/decal/cleanable/blood)
if (isturf(loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
if(B != src)
if (B.blood_DNA)
blood_DNA |= B.blood_DNA.Copy()
qdel(B)
drytime = DRYING_TIME * (amount+1)
if (dries && !mapload)
addtimer(CALLBACK(src, /obj/effect/decal/cleanable/blood/.proc/dry), drytime)
else if (dries)
dry()
/obj/effect/decal/cleanable/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/rifle/cult))
return
..()
/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow") basecolor = get_random_colour(1)
color = basecolor
/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(amount < 1)
return
LAZYINITLIST(blood_DNA)
var/obj/item/organ/external/l_foot = perp.get_organ(BP_L_FOOT)
var/obj/item/organ/external/r_foot = perp.get_organ(BP_R_FOOT)
var/hasfeet = 1
if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump()))
hasfeet = 0
if(perp.shoes && !perp.buckled_to)//Adding blood to shoes
var/obj/item/clothing/shoes/S = perp.shoes
if(istype(S))
if(S.item_flags & LIGHTSTEP)
return
S.blood_color = basecolor
S.track_footprint = max(amount, S.track_footprint)
if(!S.blood_overlay)
S.generate_blood_overlay()
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_overlay.color = basecolor
S.add_overlay(S.blood_overlay)
if(S.blood_overlay && S.blood_overlay.color != basecolor)
S.cut_overlay(S.blood_overlay, TRUE)
S.blood_overlay.color = basecolor
S.add_overlay(S.blood_overlay, TRUE)
if(blood_DNA)
S.blood_DNA |= blood_DNA.Copy()
else if (hasfeet)//Or feet
perp.footprint_color = basecolor
perp.track_footprint = max(amount,perp.track_footprint)
LAZYINITLIST(perp.feet_blood_DNA)
if (blood_DNA)
perp.feet_blood_DNA |= blood_DNA.Copy()
else if (perp.buckled_to && istype(perp.buckled_to, /obj/structure/bed/chair/wheelchair))
var/obj/structure/bed/chair/wheelchair/W = perp.buckled_to
W.bloodiness = 4
perp.update_inv_shoes(1)
amount--
if(amount > 2 && prob(perp.slip_chance(perp.m_intent == M_RUN ? 20 : 5)))
perp.slip(src, 4)
/obj/effect/decal/cleanable/blood/proc/dry()
name = dryname
desc = drydesc
color = adjust_brightness(color, -50)
amount = 0
/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
..()
if (amount && istype(user))
add_fingerprint(user)
if (user.gloves)
return
var/taken = rand(1,amount)
amount -= taken
to_chat(user, "<span class='notice'>You get some of \the [src] on your hands.</span>")
LAZYINITLIST(user.blood_DNA)
if (blood_DNA)
user.blood_DNA |= blood_DNA.Copy()
user.bloody_hands = taken
user.hand_blood_color = basecolor
user.update_inv_gloves(1)
user.verbs += /mob/living/carbon/human/proc/bloody_doodle
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1","2","3","4","5")
amount = 0
var/list/drips
/obj/effect/decal/cleanable/blood/drip/Initialize()
. = ..()
drips = list(icon_state)
/obj/effect/decal/cleanable/blood/writing
icon_state = "tracks"
desc = "It looks like a writing in blood."
gender = NEUTER
random_icon_states = list("writing1","writing2","writing3","writing4","writing5")
amount = 0
var/message
/obj/effect/decal/cleanable/blood/writing/Initialize()
. = ..()
if(LAZYLEN(random_icon_states))
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
random_icon_states -= W.icon_state
icon_state = pick(random_icon_states)
else
icon_state = "writing1"
/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
..(user)
to_chat(user, "It reads: <font color='[basecolor]'>\"[message]\"</font>")
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5")
var/fleshcolor = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/update_icon()
var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
if(!fleshcolor || fleshcolor == "rainbow")
fleshcolor = get_random_colour(1)
giblets.color = fleshcolor
var/icon/blood = new(base_icon,"[icon_state]",dir)
if(basecolor == "rainbow") basecolor = get_random_colour(1)
blood.Blend(basecolor,ICON_MULTIPLY)
icon = blood
cut_overlays()
add_overlay(giblets)
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
set waitfor = FALSE
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.update_icon()
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"
desc = "Disgusting mucus."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "mucus"
random_icon_states = null
var/list/datum/disease2/disease/virus2 = list()
var/dry = 0 // Keeps the lag down
/obj/effect/decal/cleanable/mucus/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/dry), DRYING_TIME * 2)
/obj/effect/decal/cleanable/mucus/proc/dry()
dry = TRUE