Finalizing blood trails

Makes trail_holder a child of cleanables instead of blood (this is to
allow add_blood turf proc to spawn blood splatter on blood trails, also
other kinds of blood effects), also cleaned up the blood code a bit.

Big props to Aranclanos, Cheridan, Pewtershmitz and all other coders on
#coderbus for making this happen.
This commit is contained in:
VistaPOWA
2013-09-17 00:57:37 +02:00
parent 1da8b659ff
commit 5a2bb3fbf7
6 changed files with 33 additions and 33 deletions
@@ -18,8 +18,9 @@
/obj/effect/decal/cleanable/blood/New()
..()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
remove_ex_blood()
/obj/effect/decal/cleanable/blood/proc/remove_ex_blood() //removes existant blood on the turf
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
if(B != src)
@@ -34,23 +35,17 @@
gender = PLURAL
random_icon_states = null
/*/obj/effect/decal/cleanable/blood/trails
icon_state = "trails"
desc = "redrum"
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/blood/ltrails
icon_state = "ltrails"
desc = "Looks like someone forgot their bodybags."
gender = PLURAL
random_icon_states = null
*/
/obj/effect/decal/cleanable/blood/trail_holder
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon_state = "blank"
desc = "Your instincts say you shouldn't be following these."
gender = PLURAL
density = 0
anchored = 1
layer = 2
random_icon_states = null
var/existing_dirs = list()
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
@@ -63,6 +58,9 @@
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effect/decal/cleanable/blood/gibs/remove_ex_blood()
return
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")