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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-27 20:46:49 +01:00
repaths /decal/cleanable to /debris/cleanable to prep for persistence serialization (#4359)
* wild * regex maps * regex code * that Co-authored-by: VM_USER <VM_USER>
This commit is contained in:
co-authored by
VM_USER <VM_USER>
parent
fc7cc96bc8
commit
867868f32b
@@ -1,33 +0,0 @@
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/obj/effect/decal/cleanable/blood/xeno
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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icon = 'icons/effects/blood.dmi'
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basecolor = "#05EE05"
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/obj/effect/decal/cleanable/blood/gibs/xeno
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name = "xeno gibs"
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desc = "Gnarly..."
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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basecolor = "#05EE05"
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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color = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/down
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/limb
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random_icon_states = list("xgibleg", "xgibarm")
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/obj/effect/decal/cleanable/blood/gibs/xeno/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/blood/xtracks
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basecolor = "#05EE05"
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@@ -1,87 +0,0 @@
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/obj/effect/decal/cleanable/liquid_fuel
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//Liquid fuel is used for things that used to rely on volatile fuels or phoron being contained to a couple tiles.
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icon = 'icons/effects/effects.dmi'
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icon_state = "fuel"
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plane = OBJ_PLANE
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layer = DEBRIS_LAYER
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anchored = TRUE
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var/amount = 1
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/obj/effect/decal/cleanable/liquid_fuel/Initialize(mapload, amt = 1, nologs = TRUE)
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var/turf/newLoc = loc
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if(!nologs)
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message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
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log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
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src.amount = amt
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var/has_spread = FALSE
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//Be absorbed by any other liquid fuel in the tile.
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for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
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if(other != src)
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other.amount += src.amount
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other.Spread()
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has_spread = TRUE
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break
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. = ..()
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if(!has_spread)
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Spread()
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else
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return INITIALIZE_HINT_QDEL
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/obj/effect/decal/cleanable/liquid_fuel/proc/Spread(exclude=list())
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//Allows liquid fuels to sometimes flow into other tiles.
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if(amount < 15)
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return //lets suppose welder fuel is fairly thick and sticky. For something like water, 5 or less would be more appropriate.
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var/turf/simulated/S = loc
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if(!istype(S))
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return
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for(var/d in GLOB.cardinal)
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var/turf/simulated/target = get_step(src,d)
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var/turf/simulated/origin = get_turf(src)
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if(target.Enter(src, origin))
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var/obj/effect/decal/cleanable/liquid_fuel/other_fuel = locate() in target
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if(other_fuel)
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other_fuel.amount += amount*0.25
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if(!(other_fuel in exclude))
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exclude += src
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other_fuel.Spread(exclude)
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else
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
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amount *= 0.75
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel
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icon_state = "mustard"
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anchored = FALSE
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Initialize(mapload, amt = 1, d = 0)
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setDir(d) //Setting this direction means you won't get torched by your own flamethrower.
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if(istype(loc, /turf/simulated))
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var/turf/simulated/T = loc
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T.hotspot_expose((T20C*2) + 380, 500) //Ignite the fuel.
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. = ..()
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Spread()
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//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
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if(amount <= 0.1)
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if(amount < 0.025) //Hopefully stops fuel spreading into unburnable puddles.
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qdel(src)
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return
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var/turf/simulated/S = loc
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if(!istype(S))
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return
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for(var/d in list(turn(dir,90),turn(dir,-90), dir))
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var/turf/simulated/O = get_step(S,d)
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if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
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continue
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if(O.Enter(src, S))
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var/new_pool_amount = amount * 0.25
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if(new_pool_amount > 0.1)
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var/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/F = new(O, new_pool_amount, d)
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if(F.amount < 0.025) //Safety.
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qdel(F)
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return
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O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
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amount *= 0.25
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@@ -1,256 +0,0 @@
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//for 1 unit of depth in puddle (amount var)
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#define DRYING_TIME 5 * 60*10
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var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood
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name = "blood"
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var/dryname = "dried blood"
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desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
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var/drydesc = "It's dry and crusty. Someone is not doing their job."
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gender = PLURAL
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density = 0
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anchored = 1
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icon = 'icons/effects/blood.dmi'
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icon_state = "mfloor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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var/base_icon = 'icons/effects/blood.dmi'
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blood_DNA = list()
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var/basecolor="#A10808" // Color when wet.
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var/synthblood = 0
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var/list/datum/disease2/disease/virus2 = list()
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var/amount = 5
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var/drytime
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/obj/effect/decal/cleanable/blood/reveal_blood()
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if(!fluorescent)
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fluorescent = 1
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basecolor = COLOR_LUMINOL
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update_icon()
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/obj/effect/decal/cleanable/blood/clean_blood()
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fluorescent = 0
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if(invisibility != 100)
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invisibility = 100
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amount = 0
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STOP_PROCESSING(SSobj, src)
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..(ignore=1)
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/obj/effect/decal/cleanable/blood/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/decal/cleanable/blood/Initialize(mapload)
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. = ..()
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update_icon()
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if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
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return
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if(src.type == /obj/effect/decal/cleanable/blood)
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if(src.loc && isturf(src.loc))
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for(var/obj/effect/decal/cleanable/blood/B in src.loc)
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if(B != src)
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if(mapload)
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return INITIALIZE_HINT_QDEL
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if (B.blood_DNA)
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blood_DNA |= B.blood_DNA.Copy()
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qdel(B)
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addtimer(CALLBACK(src, .proc/dry), DRYING_TIME * (amount + 1))
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/obj/effect/decal/cleanable/blood/update_icon()
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if(basecolor == "rainbow")
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basecolor = "#[get_random_colour(1)]"
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add_atom_colour(basecolor, FIXED_COLOUR_PRIORITY)
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if(basecolor == SYNTH_BLOOD_COLOUR)
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name = "oil"
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desc = "It's quite oily."
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else if(synthblood)
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name = "synthetic blood"
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desc = "It's quite greasy."
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else
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name = initial(name)
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desc = initial(desc)
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/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
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. = ..()
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if(perp.is_incorporeal())
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return
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if (!istype(perp))
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return
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if(amount < 1)
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return
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var/obj/item/organ/external/l_foot = perp.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = perp.get_organ("r_foot")
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var/hasfeet = 1
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if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump()))
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hasfeet = 0
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if(perp.shoes && !perp.buckled)//Adding blood to shoes
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var/obj/item/clothing/shoes/S = perp.shoes
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if(istype(S))
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S.blood_color = basecolor
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S.track_blood = max(amount,S.track_blood)
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if(!S.blood_overlay)
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S.generate_blood_overlay()
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if(!S.blood_DNA)
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S.blood_DNA = list()
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S.blood_overlay.color = basecolor
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S.overlays += S.blood_overlay
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if(S.blood_overlay && S.blood_overlay.color != basecolor)
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S.blood_overlay.color = basecolor
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S.overlays += S.blood_overlay
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S.blood_DNA |= blood_DNA.Copy()
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perp.update_inv_shoes()
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else if (hasfeet)//Or feet
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perp.feet_blood_color = basecolor
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perp.track_blood = max(amount,perp.track_blood)
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LAZYINITLIST(perp.feet_blood_DNA)
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perp.feet_blood_DNA |= blood_DNA.Copy()
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perp.update_bloodied()
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else if (perp.buckled && istype(perp.buckled, /obj/structure/bed/chair/wheelchair))
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var/obj/structure/bed/chair/wheelchair/W = perp.buckled
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W.bloodiness = 4
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amount--
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/obj/effect/decal/cleanable/blood/proc/dry()
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name = dryname
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desc = drydesc
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var/newcolor = adjust_brightness(color, -50)
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add_atom_colour(newcolor, FIXED_COLOUR_PRIORITY)
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amount = 0
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/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
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..()
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if (amount && istype(user))
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if (user.gloves)
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return
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var/taken = rand(1,amount)
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amount -= taken
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to_chat(user, SPAN_NOTICE("You get some of \the [src] on your hands."))
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if (!user.blood_DNA)
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user.blood_DNA = list()
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user.blood_DNA |= blood_DNA.Copy()
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user.bloody_hands += taken
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user.hand_blood_color = basecolor
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user.update_inv_gloves(1)
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user.verbs += /mob/living/carbon/human/proc/bloody_doodle
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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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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var/list/drips = list()
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/obj/effect/decal/cleanable/blood/drip/Initialize(mapload)
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. = ..()
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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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desc = "It looks like a writing in blood."
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gender = NEUTER
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random_icon_states = list("writing1","writing2","writing3","writing4","writing5")
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amount = 0
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var/message
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/obj/effect/decal/cleanable/blood/writing/Initialize(mapload)
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. = ..()
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if(random_icon_states.len)
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for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
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random_icon_states.Remove(W.icon_state)
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icon_state = pick(random_icon_states)
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else
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icon_state = "writing1"
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/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
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. = ..()
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. += "It reads: <font color='[basecolor]'>\"[message]\"</font>"
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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gender = PLURAL
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density = 0
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anchored = 1
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icon = 'icons/effects/blood.dmi'
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6")
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var/fleshcolor = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
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if(!fleshcolor || fleshcolor == "rainbow")
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fleshcolor = "#[get_random_colour(1)]"
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giblets.color = fleshcolor
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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if(basecolor == "rainbow") basecolor = "#[get_random_colour(1)]"
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blood.Blend(basecolor,ICON_MULTIPLY)
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icon = blood
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overlays.Cut()
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overlays += giblets
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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b.basecolor = src.basecolor
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b.update_icon()
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/mucus
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name = "mucus"
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desc = "Disgusting mucus."
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gender = PLURAL
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density = 0
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anchored = 1
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icon = 'icons/effects/blood.dmi'
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icon_state = "mucus"
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random_icon_states = list("mucus")
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var/list/datum/disease2/disease/virus2 = list()
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var/dry=0 // Keeps the lag down
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/obj/effect/decal/cleanable/mucus/Initialize(mapload)
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. = ..()
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addtimer(VARSET_CALLBACK(src, dry, TRUE), DRYING_TIME * 2)
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//This version should be used for admin spawns and pre-mapped virus vectors (e.g. in PoIs), this version does not dry
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/obj/effect/decal/cleanable/mucus/mapped/Initialize(mapload)
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. = ..()
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virus2 |= new /datum/disease2/disease
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virus2[1].makerandom()
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@@ -1,131 +0,0 @@
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/obj/effect/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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gender = PLURAL
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density = 0
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anchored = 1
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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gender = PLURAL
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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anchored = 1
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/obj/effect/decal/cleanable/ash/attack_hand(mob/user as mob)
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to_chat(user, "<span class='notice'>[src] sifts through your fingers.</span>")
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var/turf/simulated/floor/F = get_turf(src)
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if (istype(F))
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F.dirt += 4
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qdel(src)
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/obj/effect/decal/cleanable/greenglow
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New()
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..()
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spawn(1200)// 2 minutes
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qdel(src)
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/obj/effect/decal/cleanable/dirt
|
||||
name = "dirt"
|
||||
desc = "Someone should clean that up."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "dirt"
|
||||
mouse_opacity = 0
|
||||
|
||||
/obj/effect/decal/cleanable/flour
|
||||
name = "flour"
|
||||
desc = "It's still good. Four second rule!"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "flour"
|
||||
|
||||
/obj/effect/decal/cleanable/greenglow
|
||||
name = "glowing goo"
|
||||
desc = "Jeez. I hope that's not for lunch."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
light_range = 1
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "greenglow"
|
||||
|
||||
/obj/effect/decal/cleanable/cobweb
|
||||
name = "cobweb"
|
||||
desc = "Somebody should remove that."
|
||||
density = 0
|
||||
anchored = 1
|
||||
plane = OBJ_PLANE
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "cobweb1"
|
||||
|
||||
/obj/effect/decal/cleanable/molten_item
|
||||
name = "gooey grey mass"
|
||||
desc = "It looks like a melted... something."
|
||||
density = 0
|
||||
anchored = 1
|
||||
plane = OBJ_PLANE
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "molten"
|
||||
|
||||
/obj/effect/decal/cleanable/cobweb2
|
||||
name = "cobweb"
|
||||
desc = "Somebody should remove that."
|
||||
density = 0
|
||||
anchored = 1
|
||||
plane = OBJ_PLANE
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "cobweb2"
|
||||
|
||||
//Vomit (sorry)
|
||||
/obj/effect/decal/cleanable/vomit
|
||||
name = "vomit"
|
||||
desc = "Gosh, how unpleasant."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "vomit_1"
|
||||
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
|
||||
var/list/datum/disease2/disease/virus2 = list()
|
||||
|
||||
/obj/effect/decal/cleanable/tomato_smudge
|
||||
name = "tomato smudge"
|
||||
desc = "It's red."
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
|
||||
|
||||
/obj/effect/decal/cleanable/egg_smudge
|
||||
name = "smashed egg"
|
||||
desc = "Seems like this one won't hatch."
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
|
||||
|
||||
/obj/effect/decal/cleanable/pie_smudge //honk
|
||||
name = "smashed pie"
|
||||
desc = "It's pie cream from a cream pie."
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
random_icon_states = list("smashed_pie")
|
||||
|
||||
/obj/effect/decal/cleanable/fruit_smudge
|
||||
name = "smudge"
|
||||
desc = "Some kind of fruit smear."
|
||||
density = 0
|
||||
anchored = 1
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "mfloor1"
|
||||
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
|
||||
@@ -1,48 +0,0 @@
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot
|
||||
name = "robot debris"
|
||||
desc = "It's a useless heap of junk... <i>or is it?</i>"
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "gib1"
|
||||
basecolor = SYNTH_BLOOD_COLOUR
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
|
||||
color = "#FFFFFF"
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
|
||||
return
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
|
||||
spawn (0)
|
||||
var/direction = pick(directions)
|
||||
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
|
||||
sleep(3)
|
||||
if (i > 0)
|
||||
if (prob(40))
|
||||
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
|
||||
streak.update_icon()
|
||||
else if (prob(10))
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
if (step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/limb
|
||||
random_icon_states = list("gibarm", "gibleg")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/robot/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
|
||||
|
||||
/obj/effect/decal/cleanable/blood/oil
|
||||
basecolor = SYNTH_BLOOD_COLOUR
|
||||
|
||||
/obj/effect/decal/cleanable/blood/oil/dry()
|
||||
return
|
||||
|
||||
/obj/effect/decal/cleanable/blood/oil/streak
|
||||
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
|
||||
amount = 2
|
||||
@@ -1,202 +0,0 @@
|
||||
// Stolen en masse from N3X15 of /vg/station with much gratitude.
|
||||
|
||||
// The idea is to have 4 bits for coming and 4 for going.
|
||||
#define TRACKS_COMING_NORTH 1
|
||||
#define TRACKS_COMING_SOUTH 2
|
||||
#define TRACKS_COMING_EAST 4
|
||||
#define TRACKS_COMING_WEST 8
|
||||
#define TRACKS_GOING_NORTH 16
|
||||
#define TRACKS_GOING_SOUTH 32
|
||||
#define TRACKS_GOING_EAST 64
|
||||
#define TRACKS_GOING_WEST 128
|
||||
|
||||
// 5 seconds
|
||||
#define TRACKS_CRUSTIFY_TIME 50
|
||||
|
||||
// color-dir-dry
|
||||
var/global/list/image/fluidtrack_cache=list()
|
||||
|
||||
/datum/fluidtrack
|
||||
var/direction=0
|
||||
var/basecolor="#A10808"
|
||||
var/wet=0
|
||||
var/fresh=1
|
||||
var/crusty=0
|
||||
var/image/overlay
|
||||
|
||||
New(_direction,_color,_wet)
|
||||
src.direction=_direction
|
||||
src.basecolor=_color
|
||||
src.wet=_wet
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/reveal_blood()
|
||||
if(!fluorescent)
|
||||
if(stack && stack.len)
|
||||
for(var/datum/fluidtrack/track in stack)
|
||||
track.basecolor = COLOR_LUMINOL
|
||||
..()
|
||||
|
||||
// Footprints, tire trails...
|
||||
/obj/effect/decal/cleanable/blood/tracks
|
||||
amount = 0
|
||||
random_icon_states = null
|
||||
var/dirs=0
|
||||
icon = 'icons/effects/fluidtracks.dmi'
|
||||
icon_state = ""
|
||||
var/coming_state="blood1"
|
||||
var/going_state="blood2"
|
||||
var/updatedtracks=0
|
||||
|
||||
// dir = id in stack
|
||||
var/list/setdirs=list(
|
||||
"1"=0,
|
||||
"2"=0,
|
||||
"4"=0,
|
||||
"8"=0,
|
||||
"16"=0,
|
||||
"32"=0,
|
||||
"64"=0,
|
||||
"128"=0
|
||||
)
|
||||
|
||||
// List of laid tracks and their colors.
|
||||
var/list/datum/fluidtrack/stack=list()
|
||||
|
||||
/**
|
||||
* Add tracks to an existing trail.
|
||||
*
|
||||
* @param DNA bloodDNA to add to collection.
|
||||
* @param comingdir Direction tracks come from, or 0.
|
||||
* @param goingdir Direction tracks are going to (or 0).
|
||||
* @param bloodcolor Color of the blood when wet.
|
||||
*/
|
||||
proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
|
||||
var/updated=0
|
||||
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
|
||||
var/realgoing=goingdir<<4
|
||||
|
||||
// Current bit
|
||||
var/b=0
|
||||
|
||||
// When tracks will start to dry out
|
||||
var/t=world.time + TRACKS_CRUSTIFY_TIME
|
||||
|
||||
var/datum/fluidtrack/track
|
||||
|
||||
// Process 4 bits
|
||||
for(var/bi=0;bi<4;bi++)
|
||||
b=1<<bi
|
||||
// COMING BIT
|
||||
// If setting
|
||||
if(comingdir&b)
|
||||
// If not wet or not set
|
||||
if(dirs&b)
|
||||
var/sid=setdirs["[b]"]
|
||||
track=stack[sid]
|
||||
if(track.wet==t && track.basecolor==bloodcolor)
|
||||
continue
|
||||
// Remove existing stack entry
|
||||
stack.Remove(track)
|
||||
track=new /datum/fluidtrack(b,bloodcolor,t)
|
||||
stack.Add(track)
|
||||
setdirs["[b]"]=stack.Find(track)
|
||||
updatedtracks |= b
|
||||
updated=1
|
||||
|
||||
// GOING BIT (shift up 4)
|
||||
b=b<<4
|
||||
if(realgoing&b)
|
||||
// If not wet or not set
|
||||
if(dirs&b)
|
||||
var/sid=setdirs["[b]"]
|
||||
track=stack[sid]
|
||||
if(track.wet==t && track.basecolor==bloodcolor)
|
||||
continue
|
||||
// Remove existing stack entry
|
||||
stack.Remove(track)
|
||||
track=new /datum/fluidtrack(b,bloodcolor,t)
|
||||
stack.Add(track)
|
||||
setdirs["[b]"]=stack.Find(track)
|
||||
updatedtracks |= b
|
||||
updated=1
|
||||
|
||||
dirs |= comingdir|realgoing
|
||||
if(islist(blood_DNA))
|
||||
blood_DNA |= DNA.Copy()
|
||||
if(updated)
|
||||
update_icon()
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
color = "#FFFFFF"
|
||||
var/truedir=0
|
||||
|
||||
// Update ONLY the overlays that have changed.
|
||||
for(var/datum/fluidtrack/track in stack)
|
||||
var/stack_idx=setdirs["[track.direction]"]
|
||||
var/state=coming_state
|
||||
truedir=track.direction
|
||||
if(truedir&240) // Check if we're in the GOING block
|
||||
state=going_state
|
||||
truedir=truedir>>4
|
||||
|
||||
if(track.overlay)
|
||||
track.overlay=null
|
||||
var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
|
||||
I.color = track.basecolor
|
||||
|
||||
track.fresh=0
|
||||
track.overlay=I
|
||||
stack[stack_idx]=track
|
||||
overlays += I
|
||||
updatedtracks=0 // Clear our memory of updated tracks.
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/footprints
|
||||
name = "wet footprints"
|
||||
dryname = "dried footprints"
|
||||
desc = "They look like still wet tracks left by footwear."
|
||||
drydesc = "They look like dried tracks left by footwear."
|
||||
coming_state = "human1"
|
||||
going_state = "human2"
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/snake
|
||||
name = "wet tracks"
|
||||
dryname = "dried tracks"
|
||||
desc = "They look like still wet tracks left by a giant snake."
|
||||
drydesc = "They look like dried tracks left by a giant snake."
|
||||
coming_state = "snake1"
|
||||
going_state = "snake2"
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/paw
|
||||
name = "wet tracks"
|
||||
dryname = "dried tracks"
|
||||
desc = "They look like still wet tracks left by a mammal."
|
||||
drydesc = "They look like dried tracks left by a mammal."
|
||||
coming_state = "paw1"
|
||||
going_state = "paw2"
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/claw
|
||||
name = "wet tracks"
|
||||
dryname = "dried tracks"
|
||||
desc = "They look like still wet tracks left by a reptile."
|
||||
drydesc = "They look like dried tracks left by a reptile."
|
||||
coming_state = "claw1"
|
||||
going_state = "claw2"
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/wheels
|
||||
name = "wet tracks"
|
||||
dryname = "dried tracks"
|
||||
desc = "They look like still wet tracks left by wheels."
|
||||
drydesc = "They look like dried tracks left by wheels."
|
||||
coming_state = "wheels"
|
||||
going_state = ""
|
||||
gender = PLURAL
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
@@ -1,14 +0,0 @@
|
||||
/obj/effect/decal/cleanable
|
||||
layer = DEBRIS_LAYER
|
||||
var/list/random_icon_states = list()
|
||||
|
||||
/obj/effect/decal/cleanable/clean_blood(var/ignore = 0)
|
||||
if(!ignore)
|
||||
qdel(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/Initialize(mapload)
|
||||
. = ..()
|
||||
if (random_icon_states && length(src.random_icon_states) > 0)
|
||||
icon_state = pick(src.random_icon_states)
|
||||
@@ -1,59 +0,0 @@
|
||||
/obj/effect/decal/cleanable/crayon
|
||||
name = "rune"
|
||||
desc = "A rune drawn in crayon."
|
||||
icon = 'icons/obj/rune.dmi'
|
||||
anchored = 1
|
||||
|
||||
New(location,main = "#FFFFFF",shade = "#000000",var/type = "rune")
|
||||
..()
|
||||
loc = location
|
||||
|
||||
name = type
|
||||
desc = "A [type] drawn in crayon."
|
||||
|
||||
switch(type)
|
||||
if("rune")
|
||||
type = "rune[rand(1,6)]"
|
||||
if("graffiti")
|
||||
type = pick("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa")
|
||||
|
||||
var/icon/mainOverlay = new/icon('icons/effects/crayondecal.dmi',"[type]",2.1)
|
||||
var/icon/shadeOverlay = new/icon('icons/effects/crayondecal.dmi',"[type]s",2.1)
|
||||
|
||||
mainOverlay.Blend(main,ICON_ADD)
|
||||
shadeOverlay.Blend(shade,ICON_ADD)
|
||||
|
||||
overlays += mainOverlay
|
||||
overlays += shadeOverlay
|
||||
|
||||
add_hiddenprint(usr)
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/chalk
|
||||
name = "arcane rune"
|
||||
desc = "A rune drawn in chalk."
|
||||
icon = 'icons/obj/rune.dmi'
|
||||
anchored = 1
|
||||
|
||||
New(location,main = "#FFFFFF",shade = "#000000",var/type = "rune")
|
||||
..()
|
||||
loc = location
|
||||
|
||||
name = type
|
||||
desc = "A [type] drawn in chalk."
|
||||
|
||||
switch(type)
|
||||
if("rune")
|
||||
type = "rune[rand(1,6)]"
|
||||
if("graffiti")
|
||||
type = pick("end","uboa")
|
||||
|
||||
var/icon/mainOverlay = new/icon('icons/effects/crayondecal.dmi',"[type]",2.1)
|
||||
var/icon/shadeOverlay = new/icon('icons/effects/crayondecal.dmi',"[type]s",2.1)
|
||||
|
||||
mainOverlay.Blend(main,ICON_ADD)
|
||||
shadeOverlay.Blend(shade,ICON_ADD)
|
||||
|
||||
overlays += mainOverlay
|
||||
overlays += shadeOverlay
|
||||
|
||||
add_hiddenprint(usr)
|
||||
@@ -59,7 +59,7 @@
|
||||
to_chat(user, "<span class='notice'>[src] sinks together into a pile of ash.</span>")
|
||||
var/turf/simulated/floor/F = get_turf(src)
|
||||
if (istype(F))
|
||||
new /obj/effect/decal/cleanable/ash(F)
|
||||
new /obj/effect/debris/cleanable/ash(F)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/remains/robot/attack_hand(mob/user as mob)
|
||||
|
||||
Reference in New Issue
Block a user