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Bubberstation/code/game/objects/effects/decals/Cleanable/humans.dm

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/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
var/list/viruses = list()
blood_DNA = list()
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
viruses = null
return ..()
/obj/effect/decal/cleanable/blood/New()
..()
if(src.type == /obj/effect/decal/cleanable/blood)
if(src.loc && isturf(src.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)
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
gender = PLURAL
density = 0
anchored = 1
layer = 2
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return 1
/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 = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effect/decal/cleanable/blood/gibs/New()
..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","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(list/directions)
spawn (0)
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)
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
/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")
bloodiness = 0
var/list/drips = list()
/obj/effect/decal/cleanable/blood/drip/New()
..()
spawn(1)
drips |= icon_state
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return 1
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
name = "footprints"
icon = 'icons/effects/footprints.dmi'
icon_state = "nothingwhatsoever"
desc = "where might they lead?"
gender = PLURAL
random_icon_states = null
var/entered_dirs = 0
var/exited_dirs = 0
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
var/list/shoe_types = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
overlays.Cut()
for(var/Ddir in cardinal)
if(entered_dirs & Ddir)
var/image/I
if(bloody_footprints_cache["entered-[blood_state]-[Ddir]"])
I = bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]1",dir = Ddir)
bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = I
if(I)
overlays += I
if(exited_dirs & Ddir)
var/image/I
if(bloody_footprints_cache["exited-[blood_state]-[Ddir]"])
I = bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]2",dir = Ddir)
bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = I
if(I)
overlays += I
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "some <B>[initial(S.name)]</B> \icon[S]\n"
user << .
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return 1
return 0