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Bubberstation/code/modules/forensics/forensics_helpers.dm
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SmArtKarandRoxy 1b0c9581f9 Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request

``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.

Closes #90827

Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.
2025-05-15 16:03:38 -04:00

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/// Adds a list of fingerprints to the atom
/atom/proc/add_fingerprint_list(list/fingerprints_to_add) //ASSOC LIST FINGERPRINT = FINGERPRINT
if (QDELETED(src))
return
if (isnull(fingerprints_to_add))
return
if (forensics)
forensics.inherit_new(fingerprints = fingerprints_to_add)
else
forensics = new(src, fingerprints = fingerprints_to_add)
return TRUE
/// Adds a single fingerprint to the atom
/atom/proc/add_fingerprint(mob/suspect, ignoregloves = FALSE) //Set ignoregloves to add prints irrespective of the mob having gloves on.
if (QDELETED(src))
return
if (isnull(forensics))
forensics = new(src)
forensics.add_fingerprint(suspect, ignoregloves)
return TRUE
/// Add a list of fibers to the atom
/atom/proc/add_fiber_list(list/fibers_to_add) //ASSOC LIST FIBERTEXT = FIBERTEXT
if (QDELETED(src))
return
if (isnull(fibers_to_add))
return
if (forensics)
forensics.inherit_new(fibers = fibers_to_add)
else
forensics = new(src, fibers = fibers_to_add)
return TRUE
/// Adds a single fiber to the atom
/atom/proc/add_fibers(mob/living/carbon/human/suspect)
if (QDELETED(src))
return
var/old = 0
if(suspect.gloves && istype(suspect.gloves, /obj/item/clothing))
var/obj/item/clothing/gloves/suspect_gloves = suspect.gloves
old = length(GET_ATOM_BLOOD_DNA(suspect_gloves))
if(suspect_gloves.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(GET_ATOM_BLOOD_DNA(suspect_gloves)) && GET_ATOM_BLOOD_DNA_LENGTH(suspect_gloves) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
suspect_gloves.transfer_blood -= 1
else if(suspect.blood_in_hands > 1)
old = length(GET_ATOM_BLOOD_DNA(suspect))
if(add_blood_DNA(GET_ATOM_BLOOD_DNA(suspect)) && GET_ATOM_BLOOD_DNA_LENGTH(suspect) > old)
suspect.blood_in_hands -= 1
if (isnull(forensics))
forensics = new(src)
forensics.add_fibers(suspect)
return TRUE
/// Adds a list of hiddenprints to the atom
/atom/proc/add_hiddenprint_list(list/hiddenprints_to_add) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
if (QDELETED(src))
return
if (isnull(hiddenprints_to_add))
return
if (forensics)
forensics.inherit_new(hiddenprints = hiddenprints_to_add)
else
forensics = new(src, hiddenprints = hiddenprints_to_add)
return TRUE
/// Adds a single hiddenprint to the atom
/atom/proc/add_hiddenprint(mob/suspect)
if (QDELETED(src))
return
if (isnull(forensics))
forensics = new(src)
forensics.add_hiddenprint(suspect)
return TRUE
/// Adds blood dna to the atom
/atom/proc/add_blood_DNA(list/blood_DNA_to_add) //ASSOC LIST DNA = BLOODTYPE
return FALSE
/obj/add_blood_DNA(list/blood_DNA_to_add)
if (QDELETED(src))
return
. = ..()
if (isnull(blood_DNA_to_add))
return .
if (forensics)
forensics.inherit_new(blood_DNA = blood_DNA_to_add)
else
forensics = new(src, blood_DNA = blood_DNA_to_add)
return TRUE
/obj/item/add_blood_DNA(list/blood_DNA_to_add)
if(item_flags & NO_BLOOD_ON_ITEM)
return FALSE
return ..()
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
transfer_blood = rand(2, 4)
return ..()
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/blood_splatter = locate() in src
if(!blood_splatter)
blood_splatter = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
if(!QDELETED(blood_splatter))
blood_splatter.add_blood_DNA(blood_dna) //give blood info to the blood decal.
return TRUE //we bloodied the floor
return FALSE
/turf/closed/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
return FALSE
/obj/item/clothing/under/add_blood_DNA(list/blood_DNA_to_add)
. = ..()
if(!.)
return
for(var/obj/item/clothing/accessory/thing_accessory as anything in attached_accessories)
if(prob(66))
continue
thing_accessory.add_blood_DNA(blood_DNA_to_add)
/mob/living/carbon/human/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
return add_blood_DNA_to_items(blood_DNA_to_add)
/// Adds blood DNA to certain slots the mob is wearing
/mob/living/carbon/human/proc/add_blood_DNA_to_items(
list/blood_DNA_to_add,
target_flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_GLOVES|ITEM_SLOT_HEAD|ITEM_SLOT_MASK,
)
if(QDELING(src))
return FALSE
if(!length(blood_DNA_to_add))
return FALSE
// Don't messy up our jumpsuit if we're got a coat
if((target_flags & ITEM_SLOT_OCLOTHING) && (wear_suit?.body_parts_covered & CHEST))
target_flags &= ~ITEM_SLOT_ICLOTHING
var/dirty_hands = !!(target_flags & (ITEM_SLOT_GLOVES|ITEM_SLOT_HANDS))
var/dirty_feet = !!(target_flags & ITEM_SLOT_FEET)
var/slots_to_bloody = target_flags & ~check_covered_slots()
var/list/all_worn = get_equipped_items()
for(var/obj/item/thing as anything in all_worn)
if(thing.slot_flags & slots_to_bloody)
thing.add_blood_DNA(blood_DNA_to_add)
if(thing.body_parts_covered & HANDS)
dirty_hands = FALSE
if(thing.body_parts_covered & FEET)
dirty_feet = FALSE
if(slots_to_bloody & ITEM_SLOT_HANDS)
for(var/obj/item/thing in held_items)
thing.add_blood_DNA(blood_DNA_to_add)
if(dirty_hands || dirty_feet || !length(all_worn))
if(isnull(forensics))
forensics = new(src)
forensics.inherit_new(blood_DNA = blood_DNA_to_add)
if(dirty_hands)
blood_in_hands = rand(2, 4)
update_clothing(slots_to_bloody)
return TRUE
/*
* Transfer all the fingerprints and hidden prints from [src] to [transfer_to].
*/
/atom/proc/transfer_fingerprints_to(atom/transfer_to)
transfer_to.add_fingerprint_list(GET_ATOM_FINGERPRINTS(src))
transfer_to.add_hiddenprint_list(GET_ATOM_HIDDENPRINTS(src))
transfer_to.fingerprintslast = fingerprintslast
/*
* Transfer all the fibers from [src] to [transfer_to].
*/
/atom/proc/transfer_fibers_to(atom/transfer_to)
transfer_to.add_fiber_list(GET_ATOM_FIBRES(src))