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Blood Refactor (#6220)
* commit for branch swap * branch swap again * BLEED * trying to clear up compile errors * i killed everything when i tested this... * restorealltheblood * I REMOVED A THING * well some progress * stop bleeding * got to swap branches again. * grr * damn bloodcolors * Squash everything * color....colourrrrrrr * color....colourrrrrrr * well now that updated the branch... * Changes * Some tweaks..before i upload something major * COLOR NOT COLOUR...COLOR YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD * Foot print shit.. blood coloring is going to be PAIN * trying to handle some colors..maybe. * blood colorsing sucks..di i mention this? * commenting cod malfunctions. * Changes * lets try this * Its too late at night. * blargh * woops * almost works... * progress.. * Branch swap * figured out the overlay issue.... * BRANCH SWAP * BLARGH * fixed merged conflicts..expect something to be horribly wrong. * bunch of changes * Major Fixes - Moved blood_state and bloodiness var definitions to /obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in order to make blood color work properly. - These were not used by any other decal, so it was pointless. - Tweaked human/add_blood so that hand_blood_color uses the correct value now. - Corrected gibs having the wrong basecolor. - Tracks of different blood colors will no longer combine weirdly, and will instead form seperate overlays. - This also fixes all of the issues with tracks in general and not updating correctly. - Fixed transfering blood in add_fingerprint; the old detective code didn't use the new format for add_blood(). - Fixed xenomorphs causing runtimes in makeTrail(), and gave them their own trails. Sprites should probably be brightened later. - Fixed mobs occasionally randomly having their blood_DNA list reset. * may have accidently removed shit. * Mrowl * stiff water is not bleeding lowered trail making threshold * tweaks then conflcits * weee * indent * some tweaks * somefox tweaks. * derp * why won't they bleed!? * BLEED DAMMIT * Flattist comments and removes simple animale blood volume Cause i cannot get it to work right. * PRAISE FLATTIST * Simple animals have a blood volume now Bug with trail fixed. * changes * thanksmrowlmrowl * exotice blood trails * makesure is an exotic bleeder has a bleed rate first... * FoxBoxTweakSox * BoxVoxSoXFox * ONE MORE THING * animalsbleedreds * Buh? BUGH! * thisismescreaming * removing note needed thing * Color changes but the rabbit hole continues. * This is not pretty.... * wot * IT WORKS DAMMIT * colors. * germaphobic commit.. * we have to use the old system * nothing to see here * doubleprocarady * try to fix mulebots * mulebot fixed * DONE
This commit is contained in:
@@ -3,6 +3,8 @@
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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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bloodiness = MAX_SHOE_BLOODINESS
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno
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name = "xeno gibs"
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@@ -16,8 +16,12 @@ var/global/list/image/splatter_cache=list()
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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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var/list/viruses = list()
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appearance_flags = NO_CLIENT_COLOR
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blood_DNA = list()
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var/basecolor="#A10808" // Color when wet.
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var/blood_state = BLOOD_STATE_HUMAN
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var/bloodiness = MAX_SHOE_BLOODINESS
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var/basecolor = "#A10808" // Color when wet.
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var/amount = 5
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appearance_flags = NO_CLIENT_COLOR
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var/dry_timer = 0
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@@ -33,11 +37,11 @@ var/global/list/image/splatter_cache=list()
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mode_ticker.bloody_floors += T
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mode_ticker.bloody_floors[T] = T
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mode_ticker.blood_check()
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if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
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if(type == /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(type == /obj/effect/decal/cleanable/blood)
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if(loc && isturf(loc))
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for(var/obj/effect/decal/cleanable/blood/B in loc)
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if(B != src)
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if(B.blood_DNA)
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blood_DNA |= B.blood_DNA.Copy()
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@@ -59,44 +63,6 @@ var/global/list/image/splatter_cache=list()
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if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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color = basecolor
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/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
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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.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
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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.Cut()
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S.overlays += S.blood_overlay
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S.blood_DNA |= blood_DNA.Copy()
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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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if(!perp.feet_blood_DNA)
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perp.feet_blood_DNA = list()
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perp.feet_blood_DNA |= blood_DNA.Copy()
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perp.update_inv_shoes(1)
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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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@@ -123,6 +89,46 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/can_bloodcrawl_in()
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return TRUE
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//Add "bloodiness" of this blood's type, to the human's shoes
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/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/hasfeet = 1
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if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
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hasfeet = 0
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if(H.shoes && blood_state && bloodiness)
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(H.blood_DNA, basecolor)
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S.blood_state = blood_state
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S.blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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else if(hasfeet && blood_state && bloodiness)//Or feet
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.blood_state = blood_state
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H.feet_blood_DNA |= blood_DNA.Copy()
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H.feet_blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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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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@@ -135,11 +141,25 @@ var/global/list/image/splatter_cache=list()
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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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var/drips = 1
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bloodiness = 0
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/obj/effect/decal/cleanable/blood/drip/New()
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..()
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drips |= icon_state
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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name = "blood"
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icon_state = "ltrails_1"
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desc = "Your instincts say you shouldn't be following these."
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gender = PLURAL
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density = 0
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layer = 2
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/blood/writing
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icon_state = "tracks"
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@@ -176,19 +196,16 @@ var/global/list/image/splatter_cache=list()
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noclear = 1
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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 = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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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 = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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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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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -236,8 +253,16 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/old/New()
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..()
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bloodiness = 0
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dry()
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/obj/effect/decal/cleanable/blood/old/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/old/New()
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..()
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bloodiness = 0
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dry()
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/obj/effect/decal/cleanable/blood/gibs/old/can_bloodcrawl_in()
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return FALSE
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@@ -5,13 +5,17 @@
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icon_state = "gib1"
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basecolor="#030303"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
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color = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
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return
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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@@ -44,6 +48,7 @@
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name = "motor oil"
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desc = "It's black and greasy. Looks like Beepsky made another mess."
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basecolor="#030303"
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
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return FALSE
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@@ -1,165 +1,104 @@
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// Stolen en masse from N3X15 of /vg/station with much gratitude.
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// The idea is to have 4 bits for coming and 4 for going.
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#define TRACKS_COMING_NORTH 1
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#define TRACKS_COMING_SOUTH 2
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#define TRACKS_COMING_EAST 4
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#define TRACKS_COMING_WEST 8
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#define TRACKS_GOING_NORTH 16
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#define TRACKS_GOING_SOUTH 32
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#define TRACKS_GOING_EAST 64
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#define TRACKS_GOING_WEST 128
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// 5 seconds
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#define TRACKS_CRUSTIFY_TIME 50
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// color-dir-dry
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var/global/list/image/fluidtrack_cache=list()
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/datum/fluidtrack
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var/direction=0
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var/basecolor="#A10808"
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var/wet=0
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var/fresh=1
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var/crusty=0
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var/image/overlay
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New(_direction,item_color,_wet)
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src.direction=_direction
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src.basecolor=item_color
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src.wet=_wet
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon = 'icons/effects/fluidtracks.dmi'
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icon_state = ""
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var/coming_state="blood1"
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var/going_state="blood2"
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var/updatedtracks=0
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// dir = id in stack
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var/list/setdirs=list(
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"1"=0,
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"2"=0,
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"4"=0,
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"8"=0,
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"16"=0,
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"32"=0,
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"64"=0,
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"128"=0
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)
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// List of laid tracks and their colors.
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var/list/datum/fluidtrack/stack=list()
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b = 1 << bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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dirs |= comingdir|realgoing
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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update_icon()
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overlays.Cut()
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color = "#FFFFFF"
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var/truedir=0
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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if(track.overlay)
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track.overlay=null
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var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
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I.color = track.basecolor
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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updatedtracks=0 // Clear our memory of updated tracks.
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "wet footprints"
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dryname = "dried footprints"
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desc = "Whoops..."
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drydesc = "Whoops..."
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coming_state = "human1"
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going_state = "human2"
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amount = 0
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/obj/effect/decal/cleanable/blood/tracks/wheels
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name = "wet tracks"
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dryname = "dried tracks"
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desc = "Whoops..."
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drydesc = "Whoops..."
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coming_state = "wheels1"
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going_state = "wheels2"
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desc = "They look like tracks left by wheels."
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icon_state = "wheels1"
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gender = PLURAL
|
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random_icon_states = null
|
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amount = 0
|
||||
amount = 0
|
||||
|
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints
|
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icon = 'icons/effects/fluidtracks.dmi'
|
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icon_state = "nothingwhatsoever"
|
||||
desc = "You REALLY shouldn't follow these.."
|
||||
gender = PLURAL
|
||||
random_icon_states = null
|
||||
basecolor="#A10808"
|
||||
var/entered_dirs = 0
|
||||
var/exited_dirs = 0
|
||||
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
|
||||
|
||||
|
||||
/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
|
||||
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 = 1
|
||||
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
|
||||
hasfeet = 0
|
||||
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
entered_dirs |= H.dir
|
||||
if(!S.blood_DNA)
|
||||
S.blood_DNA = list()
|
||||
S.blood_DNA |= blood_DNA.Copy()
|
||||
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet //This will need to be changed.
|
||||
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
entered_dirs |= H.dir
|
||||
if(!H.feet_blood_DNA)
|
||||
H.feet_blood_DNA = list()
|
||||
H.feet_blood_DNA |= blood_DNA.Copy()
|
||||
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
|
||||
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 = 1
|
||||
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
|
||||
hasfeet = 0
|
||||
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
exited_dirs |= H.dir
|
||||
if(!S.blood_DNA)
|
||||
S.blood_DNA = list()
|
||||
S.blood_DNA |= blood_DNA.Copy()
|
||||
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet
|
||||
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
exited_dirs |= H.dir
|
||||
if(!H.feet_blood_DNA)
|
||||
H.feet_blood_DNA = list()
|
||||
H.feet_blood_DNA |= blood_DNA.Copy()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/update_icon()
|
||||
overlays.Cut()
|
||||
|
||||
for(var/Ddir in cardinal)
|
||||
if(entered_dirs & Ddir)
|
||||
var/image/I
|
||||
if(fluidtrack_cache["entered-[blood_state]-[Ddir]"])
|
||||
I = fluidtrack_cache["entered-[blood_state]-[Ddir]"]
|
||||
else
|
||||
I = image(icon,"[blood_state]1",dir = Ddir)
|
||||
fluidtrack_cache["entered-[blood_state]-[Ddir]"] = I
|
||||
if(I)
|
||||
I.color = basecolor
|
||||
overlays += I
|
||||
if(exited_dirs & Ddir)
|
||||
var/image/I
|
||||
if(fluidtrack_cache["exited-[blood_state]-[Ddir]"])
|
||||
I = fluidtrack_cache["exited-[blood_state]-[Ddir]"]
|
||||
else
|
||||
I = image(icon,"[blood_state]2",dir = Ddir)
|
||||
fluidtrack_cache["exited-[blood_state]-[Ddir]"] = I
|
||||
if(I)
|
||||
I.color = basecolor
|
||||
overlays += I
|
||||
|
||||
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
|
||||
@@ -43,4 +43,4 @@
|
||||
if(reagents)
|
||||
reagents.chem_temp += 30
|
||||
reagents.handle_reactions()
|
||||
..()
|
||||
..()
|
||||
|
||||
@@ -474,51 +474,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
|
||||
M.AdjustEyeBlurry(rand(3,4))
|
||||
return
|
||||
|
||||
/obj/item/clean_blood()
|
||||
. = ..()
|
||||
if(blood_overlay)
|
||||
overlays.Remove(blood_overlay)
|
||||
if(istype(src, /obj/item/clothing/gloves))
|
||||
var/obj/item/clothing/gloves/G = src
|
||||
G.transfer_blood = 0
|
||||
|
||||
|
||||
/obj/item/add_blood(mob/living/carbon/human/M as mob)
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
if(istype(src, /obj/item/weapon/melee/energy))
|
||||
return
|
||||
|
||||
//if we haven't made our blood_overlay already
|
||||
if( !blood_overlay )
|
||||
generate_blood_overlay()
|
||||
|
||||
//apply the blood-splatter overlay if it isn't already in there
|
||||
if(!blood_DNA.len)
|
||||
blood_overlay.color = blood_color
|
||||
overlays += blood_overlay
|
||||
|
||||
//if this blood isn't already in the list, add it
|
||||
if(istype(M))
|
||||
if(blood_DNA[M.dna.unique_enzymes])
|
||||
return 0 //already bloodied with this blood. Cannot add more.
|
||||
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
|
||||
return 1 //we applied blood to the item
|
||||
|
||||
/obj/item/proc/generate_blood_overlay()
|
||||
if(blood_overlay)
|
||||
return
|
||||
|
||||
var/icon/I = new /icon(icon, icon_state)
|
||||
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
|
||||
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
|
||||
|
||||
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
|
||||
for(var/obj/item/A in world)
|
||||
if(A.type == type && !A.blood_overlay)
|
||||
A.blood_overlay = image(I)
|
||||
|
||||
/obj/item/singularity_pull(S, current_size)
|
||||
spawn(0) //this is needed or multiple items will be thrown sequentially and not simultaneously
|
||||
if(current_size >= STAGE_FOUR)
|
||||
|
||||
@@ -14,6 +14,7 @@ REAGENT SCANNER
|
||||
icon_state = "t-ray0"
|
||||
var/on = 0
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = 2
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
item_state = "electronic"
|
||||
materials = list(MAT_METAL=150)
|
||||
@@ -223,20 +224,21 @@ REAGENT SCANNER
|
||||
for(var/datum/wound/W in e.wounds) if(W.internal)
|
||||
user.show_message(text("<span class='warning'>Internal bleeding detected. Advanced scanner required for location.</span>"), 1)
|
||||
break
|
||||
if(H.vessel)
|
||||
var/blood_type = H.get_blood_name()
|
||||
var/blood_volume = round(H.vessel.get_reagent_amount(blood_type))
|
||||
var/blood_percent = blood_volume / BLOOD_VOLUME_NORMAL
|
||||
blood_percent *= 100
|
||||
if(blood_volume <= 500)
|
||||
user.show_message("<span class='warning'><b>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl</span>")
|
||||
else if(blood_volume <= 336)
|
||||
user.show_message("<span class='warning'><b>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl</span>")
|
||||
else
|
||||
user.show_message("<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl</span>")
|
||||
if(H.species.exotic_blood)
|
||||
user.show_message("<span class='warning'>Subject possesses exotic blood.</span>")
|
||||
user.show_message("<span class='warning'>Exotic blood type: [blood_type].</span>")
|
||||
var/blood_id = H.get_blood_id()
|
||||
if(blood_id)
|
||||
if(H.bleed_rate)
|
||||
to_chat(user, "<span class='danger'>Subject is bleeding!</span>")
|
||||
var/blood_percent = round((H.blood_volume / BLOOD_VOLUME_NORMAL)*100)
|
||||
var/blood_type = H.b_type
|
||||
if(blood_id != "blood")//special blood substance
|
||||
blood_type = blood_id
|
||||
if(H.blood_volume <= BLOOD_VOLUME_SAFE && H.blood_volume > BLOOD_VOLUME_OKAY)
|
||||
user.show_message("<span class='danger'>LOW blood level [blood_percent] %, [H.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
|
||||
else if(H.blood_volume <= BLOOD_VOLUME_OKAY)
|
||||
to_chat(user, "<span class='danger'>CRITICAL blood level [blood_percent] %, [H.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
|
||||
|
||||
user.show_message("<span class='warning'>blood type: [blood_type].</span>")
|
||||
|
||||
if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
|
||||
user.show_message("<span class='userdanger'>Subject suffering from heart attack: Apply defibrillator immediately.</span>")
|
||||
user.show_message("<span class='notice'>Subject's pulse: <font color='[H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? "red" : "blue"]'>[H.get_pulse(GETPULSE_TOOL)] bpm.</font></span>")
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
var/heal_burn = 0
|
||||
var/self_delay = 20
|
||||
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
|
||||
var/stop_bleeding = 0
|
||||
|
||||
/obj/item/stack/medical/attack(mob/living/M, mob/user)
|
||||
if(!iscarbon(M) && !isanimal(M))
|
||||
@@ -37,6 +38,14 @@
|
||||
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
|
||||
return 1
|
||||
|
||||
if(stop_bleeding)
|
||||
if(H.bleedsuppress)
|
||||
to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
|
||||
return 1
|
||||
else if(!H.bleed_rate)
|
||||
to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
|
||||
return 1
|
||||
|
||||
if(M == user && !unique_handling)
|
||||
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
|
||||
if(!do_mob(user, H, self_delay))
|
||||
@@ -76,6 +85,7 @@
|
||||
desc = "Some sterile gauze to wrap around bloody stumps."
|
||||
icon_state = "gauze"
|
||||
origin_tech = "biotech=2"
|
||||
stop_bleeding = 1800
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
|
||||
if(..())
|
||||
@@ -96,6 +106,9 @@
|
||||
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
|
||||
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
|
||||
|
||||
if(stop_bleeding)
|
||||
if(!H.bleedsuppress) //so you can't stack bleed suppression
|
||||
H.suppress_bloodloss(stop_bleeding)
|
||||
affecting.heal_damage(heal_brute, heal_burn)
|
||||
H.UpdateDamageIcon()
|
||||
use(1)
|
||||
|
||||
@@ -117,9 +117,8 @@
|
||||
user.visible_message("<span class='danger'>[user] abruptly stops cutting [M]'s hair and slices their throat!</span>", "<span class='danger'>You stop cutting [M]'s hair and slice their throat!</span>") //Just a little off the top.
|
||||
H.AdjustLoseBreath(10) //30 Oxy damage over time
|
||||
H.apply_damage(18, BRUTE, "head", sharp =1, used_weapon = "scissors")
|
||||
var/turf/location = get_turf(H)
|
||||
if(istype(location, /turf/simulated))
|
||||
location.add_blood(H)
|
||||
var/turf/location = get_turf(src)
|
||||
H.add_splatter_floor(location)
|
||||
H.bloody_hands(H)
|
||||
H.bloody_body(H)
|
||||
var/mob/living/carbon/human/U = user
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
else if(istype(target,/mob/living/carbon))
|
||||
for(var/obj/item/carried_item in target.contents)
|
||||
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
|
||||
carried_item.add_blood(target)//Oh yes, there will be blood...
|
||||
carried_item.add_mob_blood(target)//Oh yes, there will be blood...
|
||||
var/mob/living/carbon/human/H = target
|
||||
H.bloody_hands(target,0)
|
||||
H.bloody_body(target)
|
||||
|
||||
@@ -82,9 +82,8 @@
|
||||
playsound(loc, 'sound/effects/splat.ogg', 25, 1)
|
||||
H.forceMove(loc)
|
||||
H.emote("scream")
|
||||
if(istype(H, /mob/living/carbon/human)) //So you don't get human blood when you spike a giant spidere
|
||||
var/turf/simulated/pos = get_turf(H)
|
||||
pos.add_blood_floor(H)
|
||||
if(ishuman(H))
|
||||
H.add_splatter_floor()
|
||||
H.adjustBruteLoss(30)
|
||||
H.buckled = src
|
||||
H.dir = 2
|
||||
|
||||
Reference in New Issue
Block a user