Respects Windows and our Inability to Pass Them

Blood that would splatter onto windows is now pixel-shifted and renders
above them so you can A: Clean it with ease and B: See it in all its
gorey glory.

I had to get creative with how I detected structures blocking blood
splatter.

Janiborgs riding, sprayers spraying and cleaner grenades foaming over
adjacent tiles won't clean off wall/windowblood. You have to use soap
and click on the blood.
This commit is contained in:
KasparoVy
2017-07-22 19:55:21 -04:00
parent 849f698256
commit 8dbfc8ee1d
6 changed files with 54 additions and 17 deletions
+9
View File
@@ -271,6 +271,9 @@
B.pixel_x = (shift_x)
B.pixel_y = (shift_y)
B.update_icon()
if(shift_x || shift_y)
B.off_floor = TRUE
B.layer = BELOW_MOB_LAYER //So the blood lands ontop of things like posters, windows, etc.
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(!(NO_BLOOD in species.species_traits))
@@ -287,6 +290,9 @@
B.blood_DNA["UNKNOWN DNA"] = "X*"
B.pixel_x = (shift_x)
B.pixel_y = (shift_y)
if(shift_x || shift_y)
B.off_floor = TRUE
B.layer = BELOW_MOB_LAYER
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(!T)
@@ -298,3 +304,6 @@
B = locate() in T
B.pixel_x = (shift_x)
B.pixel_y = (shift_y)
if(shift_x || shift_y)
B.off_floor = TRUE
B.layer = BELOW_MOB_LAYER