HAS_BLOOD_DNA doesn't include the if check

This commit is contained in:
ninjanomnom
2019-05-31 15:30:07 -04:00
parent c66d960b9a
commit 702a3edac3
9 changed files with 20 additions and 26 deletions
+1 -1
View File
@@ -29,7 +29,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
+2 -2
View File
@@ -20,11 +20,11 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_head()
M.update_inv_head()
+1 -1
View File
@@ -20,7 +20,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
+1 -1
View File
@@ -12,7 +12,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/tie
+2 -2
View File
@@ -43,7 +43,7 @@
. = list()
if(!isinhands)
var/bloody = FALSE
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
@@ -87,4 +87,4 @@
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return FALSE
return FALSE
+1 -1
View File
@@ -15,7 +15,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
+1 -1
View File
@@ -23,7 +23,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += accessory_overlay
+10 -15
View File
@@ -333,29 +333,24 @@
//If you're covered in blood, you'll start smelling like shit faster.
var/obj/item/head = get_item_by_slot(SLOT_HEAD)
if(head)
IF_HAS_BLOOD_DNA(head)
hygiene_loss -= 1 * HYGIENE_FACTOR
if(head && HAS_BLOOD_DNA(head))
hygiene_loss -= 1 * HYGIENE_FACTOR
var/obj/item/mask = get_item_by_slot(SLOT_HEAD)
if(mask)
IF_HAS_BLOOD_DNA(mask)
hygiene_loss -= 1 * HYGIENE_FACTOR
if(mask && HAS_BLOOD_DNA(mask))
hygiene_loss -= 1 * HYGIENE_FACTOR
var/obj/item/uniform = get_item_by_slot(SLOT_W_UNIFORM)
if(uniform)
IF_HAS_BLOOD_DNA(uniform)
hygiene_loss -= 4 * HYGIENE_FACTOR
if(uniform && HAS_BLOOD_DNA(uniform))
hygiene_loss -= 4 * HYGIENE_FACTOR
var/obj/item/suit = get_item_by_slot(SLOT_WEAR_SUIT)
if(suit)
IF_HAS_BLOOD_DNA(suit)
hygiene_loss -= 3 * HYGIENE_FACTOR
if(suit && HAS_BLOOD_DNA(suit))
hygiene_loss -= 3 * HYGIENE_FACTOR
var/obj/item/feet = get_item_by_slot(SLOT_SHOES)
if(feet)
IF_HAS_BLOOD_DNA(feet)
hygiene_loss -= 0.5 * HYGIENE_FACTOR
if(feet && HAS_BLOOD_DNA(feet))
hygiene_loss -= 0.5 * HYGIENE_FACTOR
adjust_hygiene(hygiene_loss)