mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-04 06:23:19 +00:00
Fix for blood drip overlaying + secret feature
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@@ -114,13 +114,19 @@ var/global/list/image/splatter_cache=list()
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amount = 2
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's red."
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gender = PLURAL
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icon = 'icons/effects/drip.dmi'
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icon_state = "1"
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random_icon_states = list("1","2","3","4","5")
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amount = 0
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name = "drips of blood"
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desc = "It's red."
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gender = PLURAL
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icon = 'icons/effects/drip.dmi'
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icon_state = "1"
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random_icon_states = list("1","2","3","4","5")
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amount = 0
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var/list/drips = list()
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/obj/effect/decal/cleanable/blood/drip/New()
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..()
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spawn(1)
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drips |= icon_state
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/obj/effect/decal/cleanable/blood/writing
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icon_state = "tracks"
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@@ -653,6 +653,7 @@ var/global/floorIsLava = 0
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<A href='?src=\ref[src];secretsfun=flicklights'>Ghost Mode</A><BR>
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<A href='?src=\ref[src];secretsfun=retardify'>Make all players retarded</A><BR>
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<A href='?src=\ref[src];secretsfun=fakeguns'>Make all items look like guns</A><BR>
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<A href='?src=\ref[src];secretsfun=paintball'>Paintball Mode</A><BR>
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<A href='?src=\ref[src];secretsfun=schoolgirl'>Japanese Animes Mode</A><BR>
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<A href='?src=\ref[src];secretsfun=eagles'>Egalitarian Station Mode</A><BR>
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<A href='?src=\ref[src];secretsfun=launchshuttle'>Launch a shuttle</A><BR>
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@@ -2399,6 +2399,16 @@
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W.item_color = "schoolgirl"
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message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
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world << sound('sound/AI/animes.ogg')
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if("paintball")
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","PB")
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for(var/species in all_species)
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var/datum/species/S = all_species[species]
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S.blood_color = "rainbow"
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for(var/obj/effect/decal/cleanable/blood/B in world)
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B.basecolor = "rainbow"
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B.update_icon()
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message_admins("[key_name_admin(usr)] activated Paintball mode")
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if("eagles")//SCRAW
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feedback_inc("admin_secrets_fun_used",1)
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feedback_add_details("admin_secrets_fun_used","EgL")
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@@ -290,29 +290,24 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
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source.data["blood_type"] = donor.dna.b_type
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// Are we dripping or splattering?
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if(!large)
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// Only a certain number of drips can be on a given turf.
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var/list/drips = list()
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var/list/drip_icons = list("1","2","3","4","5")
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for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
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drips += drop
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drip_icons.Remove(drop.icon_state)
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// If we have too many drips, remove them and spawn a proper blood splatter.
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if(drips.len >= 5)
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//TODO: copy all virus data from drips to new splatter?
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for(var/obj/effect/decal/cleanable/blood/drip/drop in drips)
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del drop
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else
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decal_type = /obj/effect/decal/cleanable/blood/drip
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var/list/drips = list()
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// Only a certain number of drips (or one large splatter) can be on a given turf.
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for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
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drips |= drop.drips
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del(drop)
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if(!large && drips.len < 3)
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decal_type = /obj/effect/decal/cleanable/blood/drip
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// Find a blood decal or create a new one.
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B = locate(decal_type) in T
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if(!B)
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B = new decal_type(T)
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var/obj/effect/decal/cleanable/blood/drip/drop = B
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if(istype(drop) && drips && drips.len && !large)
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drop.overlays |= drips
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drop.drips |= drips
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// If there's no data to copy, call it quits here.
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if(!source)
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return B
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@@ -330,11 +325,7 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
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else
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B.blood_DNA[source.data["blood_DNA"]] = "O+"
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// Update virus information. //Looks like this is out of date.
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//for(var/datum/disease/D in source.data["viruses"])
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// var/datum/disease/new_virus = D.Copy(1)
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// source.viruses += new_virus
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// new_virus.holder = B
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// Update virus information.
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if(source.data["virus2"])
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B.virus2 = virus_copylist(source.data["virus2"])
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