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Quotefox
2019-09-23 18:26:34 +02:00
commit 7091cdbe8c
7779 changed files with 2601004 additions and 0 deletions
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
mergeable_decal = FALSE
/obj/effect/decal/cleanable/xenoblood/xgibs/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/xenoblood/xsplatter(loc)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act()
return
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/torso
random_icon_states = list("xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva
random_icon_states = list("xgiblarva1", "xgiblarva2")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva/body
random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
. = ..()
add_blood_DNA(list("Unknown DNA" = "X*"))
@@ -0,0 +1,194 @@
/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_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
return ..()
/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(mapload, list/datum/disease/diseases)
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
add_blood_DNA(list("Non-human DNA" = "A+")) // Needs to happen before ..()
return ..()
/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()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/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 = FALSE
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
/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)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
add_blood_DNA(list("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 TRUE
//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)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
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)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
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
. += "[icon2html(initial(S.icon), user)] Some <B>[initial(S.name)]</B>.\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
@@ -0,0 +1,229 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
reagents.add_reagent("ash", 30)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/effect/decal/cleanable/ash/crematorium
//crematoriums need their own ash cause default ash deletes itself if created in an obj
turf_loc_check = FALSE
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
reagents.add_reagent("ash", 30) //double the amount of ash.
/obj/effect/decal/cleanable/glass
name = "tiny shards"
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/glass/ex_act()
qdel(src)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
icon_state = "dirt"
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/closed/wall, /obj/structure/falsewall)
smooth = SMOOTH_FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/dirt/Initialize()
. = ..()
var/turf/T = get_turf(src)
if(T.tiled_dirt)
smooth = SMOOTH_MORE
icon = 'icons/effects/dirt.dmi'
icon_state = ""
queue_smooth(src)
queue_smooth_neighbors(src)
/obj/effect/decal/cleanable/dirt/Destroy()
queue_smooth_neighbors(src)
return ..()
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
set_light(2, 0.8, "#22FFAA")
/obj/effect/decal/cleanable/greenglow/ex_act()
return
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
gender = NEUTER
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
if(.)
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(isflyperson(H))
playsound(get_turf(src), 'sound/items/drink.ogg', 50, 1) //slurp
H.visible_message("<span class='alert'>[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound.</span>")
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
if (istype(R, /datum/reagent/consumable))
var/datum/reagent/consumable/nutri_check = R
if(nutri_check.nutriment_factor >0)
H.nutrition += nutri_check.nutriment_factor * nutri_check.volume
reagents.remove_reagent(nutri_check.id,nutri_check.volume)
reagents.trans_to(H, reagents.total_volume)
qdel(src)
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old"
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
gender = NEUTER
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."
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
desc = "A pile of chemicals. You can't quite tell what's inside it."
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/shreds
name = "shreds"
desc = "The shredded remains of what appears to be clothing."
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
qdel(src)
/obj/effect/decal/cleanable/shreds/Initialize()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
. = ..()
/obj/effect/decal/cleanable/salt
name = "salt pile"
desc = "A sizable pile of table salt. Someone must be upset."
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
gender = NEUTER
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/atmospherics.dmi'
gender = NEUTER
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
icon_state = "plasma_old"
/obj/effect/decal/cleanable/glitter/white
name = "white glitter"
icon_state = "nitrous_oxide_old"
/obj/effect/decal/cleanable/glitter/blue
name = "blue glitter"
icon_state = "freon_old"
/obj/effect/decal/cleanable/plasma
name = "stabilized plasma"
desc = "A puddle of stabilized plasma."
icon_state = "flour"
color = "#9e0089"
/obj/effect/decal/cleanable/insectguts
name = "insect guts"
desc = "One bug squashed. Four more will rise in its place."
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
@@ -0,0 +1,60 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/robot_debris/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)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
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/robot_debris/ex_act()
return
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
reagents.add_reagent("oil", 30)
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
/obj/effect/decal/cleanable/oil/slippery
/obj/effect/decal/cleanable/oil/slippery/Initialize()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))