Files
Bubberstation/code/game/objects/effects/decals/cleanable/humans.dm
vuonojenmustaturska 6e468720ab Fixes to more Initialize procs (#30641)
* batch 1

/mob/living/silicon/robot/syndicate
/obj/effect/decal/cleanable/blood/old
/obj/effect/decal/cleanable/blood/gibs
/obj/effect/decal/cleanable/blood/gibs/old
/obj/effect/decal/cleanable/ash
/obj/effect/decal/cleanable/ash/large
/obj/effect/decal/cleanable/greenglow
/obj/effect/decal/cleanable/vomit/old
/obj/effect/decal/cleanable/shreds
/obj/effect/decal/cleanable/oil
/obj/effect/decal/cleanable/crayon
/obj/effect/decal/cleanable
/obj/effect/temp_visual/point

* batch 2

/obj/effect/anomaly
/mob/living/carbon/monkey/punpun
/obj/item/queen_bee/bought
/mob/living/simple_animal/hostile/poison/bees
/mob/living/carbon/human
/area/ai_monitored
/area

* batch 3

/mob/living/simple_animal/hostile/blob/blobspore
/obj/item/spellbook
/mob/living/simple_animal/hostile/blob/blobbernaut
/mob/camera/blob
/obj/structure/noticeboard
/obj/structure/piano
/obj/item/clothing/head/helmet
/obj/item/gun/energy/laser/chameleon

* batch 4

/obj/machinery/airalarm
/obj/effect/decal/cleanable for reals
/obj/item/stack/rods
/obj/effect/decal/cleanable/crayon for reals
/obj/screen/parallax_layer
/obj/item/device/instrument
/obj/item/ore
/obj/item/coin

* batch 5, getting tgstation ready for halloween

/obj/machinery/meter/turf
/obj/machinery/capture_the_flag
/obj/effect/ctf/dead_barricade
/obj/structure/firepit
/obj/item/clothing/head/helmet/knight
/obj/structure/spacevine
/obj/effect/hallucination/simple/xeno
/obj/effect/hallucination/simple
/mob/living/simple_animal/shade/howling_ghost
/mob/living/simple_animal/hostile/retaliate/clown/insane
/obj/structure/bookcase
/mob/camera/aiEye/remote/base_construction
/obj/machinery/computer/camera_advanced/base_construction
/obj/item/device/wisp_lantern

* batch 6

/obj/item/device/warp_cube/red
/obj/item/device/shared_storage/red
/obj/item/melee/ghost_sword
/mob/living/simple_animal/hostile/mining_drone
/mob/living/brain
/obj/item/device/mmi/posibrain
/mob/living/carbon/human/interactive
/mob/living/carbon/human/interactive/angry
/mob/living/carbon/human/interactive/friendly
/mob/living/carbon/human/interactive/greytide
/mob/living/carbon/human/interactive/robust
/mob/living/carbon/monkey/angry
/mob/living/simple_animal/hostile/guardian/assassin
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/no_mech
/mob/living/simple_animal/hostile/syndicate/mecha_pilot
/mob/living/simple_animal/hostile/mimic/crate
/mob/living/simple_animal/hostile/mimic/copy

* batch 7

/mob/living/simple_animal/hostile/megafauna/colossus
/mob/living/simple_animal/hostile/megafauna/bubblegum
/mob/living/simple_animal/hostile/asteroid/goldgrub
/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck
/mob/living/simple_animal/hostile/asteroid/hivelordbrood
/mob/living/simple_animal/hostile/statue
/mob/living/simple_animal/hostile/wizard
/obj/machinery/power/smes
2017-09-13 02:47:17 -04:00

186 lines
6.0 KiB
Plaintext

/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
..()
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
bloodiness = 0
/obj/effect/decal/cleanable/blood/old/Initialize()
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
blood_DNA["Non-human DNA"] = "A+"
/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."
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."
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."
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = 0
/obj/effect/decal/cleanable/blood/gibs/Initialize()
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
new /obj/effect/decal/cleanable/blood/splatter(loc)
if(!step_to(src, get_step(src, direction), 0))
break
/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/torso
random_icon_states = list("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/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/Initialize()
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
icon_state = "1"
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/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 = "WHOSE FOOTPRINTS ARE THESE?"
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()
cut_overlays()
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
add_overlay(bloodstep_overlay)
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
add_overlay(bloodstep_overlay)
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> [icon2html(initial(S.icon), user)]\n"
to_chat(user, .)
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
/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