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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
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@@ -11,6 +11,7 @@
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var/heal_burn = 0
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var/self_delay = 20
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var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
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var/stop_bleeding = 0
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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if(!iscarbon(M) && !isanimal(M))
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@@ -37,6 +38,14 @@
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to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
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return 1
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if(stop_bleeding)
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if(H.bleedsuppress)
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to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
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return 1
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else if(!H.bleed_rate)
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to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
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return 1
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if(M == user && !unique_handling)
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
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if(!do_mob(user, H, self_delay))
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@@ -76,6 +85,7 @@
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = "biotech=2"
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stop_bleeding = 1800
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/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
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if(..())
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@@ -96,6 +106,9 @@
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user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
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if(stop_bleeding)
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if(!H.bleedsuppress) //so you can't stack bleed suppression
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H.suppress_bloodloss(stop_bleeding)
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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