Changed blood application to make the weapon bloody, rather than the hands of the attacked mob. Improved the item blood sprite.

Fixed a spelling error causing shoe blood to not be applied onmob.

Improved a few random sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3291 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-03-14 18:48:28 +00:00
parent 70cee8922e
commit d6f3d8a7cc
5 changed files with 2 additions and 2 deletions

View File

@@ -901,7 +901,7 @@
var/t1 = shoes.icon_state
overlays += image("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
/* if (w_radio)
overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */

View File

@@ -125,7 +125,7 @@ emp_act
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))
src.add_blood(src)
I.add_blood(src) //Make the weapon bloody, not the person.
if(prob(33))
bloody = 1
var/turf/location = loc