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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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@@ -66,7 +66,7 @@
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/obj/item/projectile/bullet/spike/on_hit(atom/target, blocked = 0)
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if((blocked != 100) && istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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H.drip(500)
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H.bleed(50)
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..()
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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@@ -67,9 +67,9 @@
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/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone)
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. = ..()
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if((blocked != 100) && istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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H.drip(350)
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(35)
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/obj/item/projectile/bullet/saw/hollow
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damage = 60
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@@ -119,9 +119,9 @@
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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H.drip(1000)
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(100)
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return ..()
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