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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 08:08:49 +01:00
Fixes lack of dna in old blood.
Fixes some comments about blood procs in atoms.dm Small tweak in xeno blood blood_DNA.
This commit is contained in:
+12
-7
@@ -279,7 +279,7 @@ var/list/blood_splatter_icons = list()
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return "\ref[initial(icon)]-[initial(icon_state)]"
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/atom/proc/add_blood_list(mob/living/carbon/M)
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// Returns 1 if we had blood already
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// Returns 0 if we have that blood already
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if(!istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
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blood_DNA = list()
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//if this blood isn't already in the list, add it
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@@ -300,15 +300,17 @@ var/list/blood_splatter_icons = list()
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return 0
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if(!check_dna_integrity(M)) //check dna is valid and create/setup if necessary
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return 0 //no dna!
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return
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return 1
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/obj/add_blood(mob/living/carbon/M)
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if(..() == 0) return 0
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if(..() == 0)
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return 0
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return add_blood_list(M)
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/obj/item/add_blood(mob/living/carbon/M)
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var/blood_count = blood_DNA == null ? 0 : blood_DNA.len
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if(..() == 0) return 0
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if(..() == 0)
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return 0
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//apply the blood-splatter overlay if it isn't already in there
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if(!blood_count && initial(icon) && initial(icon_state))
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//try to find a pre-processed blood-splatter. otherwise, make a new one
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@@ -324,13 +326,15 @@ var/list/blood_splatter_icons = list()
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return 1 //we applied blood to the item
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/obj/item/clothing/gloves/add_blood(mob/living/carbon/M)
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if(..() == 0) return 0
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if(..() == 0)
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return 0
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transfer_blood = rand(2, 4)
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bloody_hands_mob = M
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return 1
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/turf/simulated/add_blood(mob/living/carbon/human/M)
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if(..() == 0) return 0
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if(..() == 0)
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return 0
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var/obj/effect/decal/cleanable/blood/B = locate() in contents //check for existing blood splatter
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if(!B)
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@@ -340,7 +344,8 @@ var/list/blood_splatter_icons = list()
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return 1 //we bloodied the floor
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/mob/living/carbon/human/add_blood(mob/living/carbon/M)
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if(..() == 0) return 0
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if(..() == 0)
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return 0
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add_blood_list(M)
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bloody_hands = rand(2, 4)
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bloody_hands_mob = M
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@@ -11,7 +11,7 @@
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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var/list/viruses = list()
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blood_DNA = list()
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/xenoblood/Destroy()
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for(var/datum/disease/D in viruses)
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@@ -63,4 +63,5 @@
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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random_icon_states = null
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blood_DNA = list("UNKNOWN DNA" = "X*")
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@@ -50,11 +50,8 @@
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gib.viruses += viruus
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viruus.holder = gib
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gib.blood_DNA = list()
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if(MobDNA)
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gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
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else if(istype(src, /obj/effect/gibspawner/xeno))
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gib.blood_DNA["UNKNOWN DNA"] = "X*"
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else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.blood_DNA["Non-human DNA"] = "A+"
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var/list/directions = gibdirections[i]
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@@ -10,6 +10,7 @@
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/obj/effect/decal/cleanable/blood/old/New()
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..()
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icon_state += "-old"
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blood_DNA["Non-human DNA"] = "A+"
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/obj/effect/decal/cleanable/blood/gibs/old
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name = "old rotting gibs"
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@@ -19,6 +20,7 @@
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..()
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icon_state += "-old"
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dir = pick(1,2,4,8)
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blood_DNA["Non-human DNA"] = "A+"
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/obj/effect/decal/cleanable/vomit/old
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name = "crusty dried vomit"
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