mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Replaced weird ass space indenetation with tabs in tracks.dm
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@@ -17,178 +17,178 @@
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var/global/list/image/fluidtrack_cache=list()
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/datum/fluidtrack
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var/direction=0
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var/basecolor="#A10808"
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var/wet=0
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var/fresh=1
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var/crusty=0
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var/image/overlay
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var/direction=0
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var/basecolor="#A10808"
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var/wet=0
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var/fresh=1
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var/crusty=0
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var/image/overlay
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New(_direction,_color,_wet)
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src.direction=_direction
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src.basecolor=_color
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src.wet=_wet
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New(_direction,_color,_wet)
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src.direction=_direction
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src.basecolor=_color
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src.wet=_wet
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon = 'icons/effects/fluidtracks.dmi'
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var/coming_state="blood1"
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var/going_state="blood2"
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var/updatedtracks=0
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon = 'icons/effects/fluidtracks.dmi'
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var/coming_state="blood1"
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var/going_state="blood2"
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var/updatedtracks=0
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// dir = id in stack
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var/list/setdirs=list(
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"1"=0,
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"2"=0,
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"4"=0,
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"8"=0,
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"16"=0,
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"32"=0,
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"64"=0,
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"128"=0
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)
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// dir = id in stack
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var/list/setdirs=list(
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"1"=0,
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"2"=0,
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"4"=0,
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"8"=0,
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"16"=0,
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"32"=0,
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"64"=0,
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"128"=0
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)
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// List of laid tracks and their colors.
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var/list/datum/fluidtrack/stack=list()
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// List of laid tracks and their colors.
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var/list/datum/fluidtrack/stack=list()
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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var/datum/fluidtrack/track
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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dirs |= comingdir|realgoing
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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dirs |= comingdir|realgoing
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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process()
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return PROCESS_KILL
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process()
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return PROCESS_KILL
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update_icon()
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// Clear everything.
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// Comment after the FIXME below is fixed.
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overlays.Cut()
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update_icon()
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// Clear everything.
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// Comment after the FIXME below is fixed.
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overlays.Cut()
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var/truedir=0
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//var/t=world.time
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var/truedir=0
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//var/t=world.time
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/* FIXME: This shit doesn't work for some reason.
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The Remove line doesn't remove the overlay given, so this is defunct.
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var/b=0
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for(var/image/overlay in overlays)
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b=overlay.dir
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if(overlay.icon_state==going_state)
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b=b<<4
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if(updatedtracks&b)
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overlays.Remove(overlay)
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//del(overlay)
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*/
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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// TODO: Uncomment when the block above is fixed.
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//if(!(updatedtracks&track.direction) && !track.fresh)
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// continue
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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/* FIXME: This shit doesn't work for some reason.
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The Remove line doesn't remove the overlay given, so this is defunct.
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var/b=0
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for(var/image/overlay in overlays)
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b=overlay.dir
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if(overlay.icon_state==going_state)
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b=b<<4
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if(updatedtracks&b)
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overlays.Remove(overlay)
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//del(overlay)
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*/
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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// TODO: Uncomment when the block above is fixed.
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//if(!(updatedtracks&track.direction) && !track.fresh)
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// continue
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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if(track.overlay)
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track.overlay=null
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if(track.overlay)
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track.overlay=null
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//var/cache_key="[track.basecolor]|[state]|[track.direction]|[track.wet<t?"1":"0"]"
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var/cache_key="[track.basecolor]|[state]|[track.direction]"
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var/icon/I=null
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if(cache_key in fluidtrack_cache)
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I = fluidtrack_cache[cache_key]
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else
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I = new /icon(icon, icon_state=state, dir=num2dir(truedir))
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I.SwapColor("#000000",track.basecolor);
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// This track is crusty.
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//if(track.wet<t)
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// I.SetIntensity(0.7)
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fluidtrack_cache[cache_key]=I
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//var/cache_key="[track.basecolor]|[state]|[track.direction]|[track.wet<t?"1":"0"]"
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var/cache_key="[track.basecolor]|[state]|[track.direction]"
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var/icon/I=null
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if(cache_key in fluidtrack_cache)
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I = fluidtrack_cache[cache_key]
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else
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I = new /icon(icon, icon_state=state, dir=num2dir(truedir))
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I.SwapColor("#000000",track.basecolor);
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// This track is crusty.
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//if(track.wet<t)
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// I.SetIntensity(0.7)
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fluidtrack_cache[cache_key]=I
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//if(track.wet<t)
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// track.crusty=1
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//if(track.wet<t)
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// track.crusty=1
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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updatedtracks=0 // Clear our memory of updated tracks.
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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updatedtracks=0 // Clear our memory of updated tracks.
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "wet footprints"
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desc = "Whoops..."
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coming_state = "human1"
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going_state = "human2"
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amount = 0
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name = "wet footprints"
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desc = "Whoops..."
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coming_state = "human1"
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going_state = "human2"
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/wheels
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name = "wet tracks"
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desc = "Whoops..."
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coming_state = "wheels"
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going_state = ""
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desc = "They look like tracks left by wheels."
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gender = PLURAL
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random_icon_states = null
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amount = 0
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name = "wet tracks"
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desc = "Whoops..."
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coming_state = "wheels"
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going_state = ""
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desc = "They look like tracks left by wheels."
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gender = PLURAL
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random_icon_states = null
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amount = 0
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