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:
Aurorablade
2017-07-11 16:49:11 -04:00
committed by Fox McCloud
parent cf7c028659
commit 476cdc3e06
73 changed files with 957 additions and 1047 deletions
+13
View File
@@ -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)