mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
This commit is contained in:
@@ -1,73 +1,73 @@
|
||||
/obj/effect/decal/cleanable
|
||||
anchored = TRUE
|
||||
var/list/random_icon_states = list()
|
||||
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
|
||||
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
|
||||
|
||||
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
|
||||
if(mergeable_decal)
|
||||
return TRUE
|
||||
|
||||
//Add "bloodiness" of this blood's type, to the human's shoes
|
||||
//This is on /cleanable because fuck this ancient mess
|
||||
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
|
||||
..()
|
||||
if(!off_floor && ishuman(O))
|
||||
var/mob/living/carbon/human/H = O
|
||||
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
|
||||
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
|
||||
var/hasfeet = TRUE
|
||||
if(!l_foot && !r_foot)
|
||||
hasfeet = FALSE
|
||||
if(H.shoes && blood_state && bloodiness)
|
||||
var/obj/item/clothing/shoes/S = H.shoes
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
S.add_blood(H.blood_DNA, basecolor)
|
||||
S.blood_state = blood_state
|
||||
S.blood_color = basecolor
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
else if(hasfeet && blood_state && bloodiness)//Or feet
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
|
||||
if(!H.feet_blood_DNA)
|
||||
H.feet_blood_DNA = list()
|
||||
H.blood_state = blood_state
|
||||
H.feet_blood_DNA |= blood_DNA.Copy()
|
||||
H.feet_blood_color = basecolor
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
|
||||
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
|
||||
return FALSE
|
||||
|
||||
/obj/effect/decal/cleanable/Initialize(mapload)
|
||||
. = ..()
|
||||
if(loc && isturf(loc))
|
||||
for(var/obj/effect/decal/cleanable/C in loc)
|
||||
if(C != src && C.type == type && !QDELETED(C))
|
||||
if(replace_decal(C))
|
||||
qdel(src)
|
||||
return TRUE
|
||||
if(random_icon_states && length(src.random_icon_states) > 0)
|
||||
src.icon_state = pick(src.random_icon_states)
|
||||
if(smooth)
|
||||
queue_smooth(src)
|
||||
queue_smooth_neighbors(src)
|
||||
|
||||
/obj/effect/decal/cleanable/Destroy()
|
||||
if(smooth)
|
||||
queue_smooth_neighbors(src)
|
||||
return ..()
|
||||
/obj/effect/decal/cleanable
|
||||
anchored = TRUE
|
||||
var/list/random_icon_states = list()
|
||||
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
|
||||
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
|
||||
|
||||
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
|
||||
if(mergeable_decal)
|
||||
return TRUE
|
||||
|
||||
//Add "bloodiness" of this blood's type, to the human's shoes
|
||||
//This is on /cleanable because fuck this ancient mess
|
||||
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
|
||||
..()
|
||||
if(!off_floor && ishuman(O))
|
||||
var/mob/living/carbon/human/H = O
|
||||
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
|
||||
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
|
||||
var/hasfeet = TRUE
|
||||
if(!l_foot && !r_foot)
|
||||
hasfeet = FALSE
|
||||
if(H.shoes && blood_state && bloodiness)
|
||||
var/obj/item/clothing/shoes/S = H.shoes
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
S.add_blood(H.blood_DNA, basecolor)
|
||||
S.blood_state = blood_state
|
||||
S.blood_color = basecolor
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
else if(hasfeet && blood_state && bloodiness)//Or feet
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
|
||||
if(!H.feet_blood_DNA)
|
||||
H.feet_blood_DNA = list()
|
||||
H.blood_state = blood_state
|
||||
H.feet_blood_DNA |= blood_DNA.Copy()
|
||||
H.feet_blood_color = basecolor
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
|
||||
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
|
||||
return FALSE
|
||||
|
||||
/obj/effect/decal/cleanable/Initialize(mapload)
|
||||
. = ..()
|
||||
if(loc && isturf(loc))
|
||||
for(var/obj/effect/decal/cleanable/C in loc)
|
||||
if(C != src && C.type == type && !QDELETED(C))
|
||||
if(replace_decal(C))
|
||||
qdel(src)
|
||||
return TRUE
|
||||
if(random_icon_states && length(src.random_icon_states) > 0)
|
||||
src.icon_state = pick(src.random_icon_states)
|
||||
if(smooth)
|
||||
queue_smooth(src)
|
||||
queue_smooth_neighbors(src)
|
||||
|
||||
/obj/effect/decal/cleanable/Destroy()
|
||||
if(smooth)
|
||||
queue_smooth_neighbors(src)
|
||||
return ..()
|
||||
|
||||
Reference in New Issue
Block a user