Finally fixed those clean_blood() calls so they update mob-overlays properly. Resolves issue 681. Fixes space-cleaner grenades/splashing/spraying, Soap (work-around), Showers (again) and Janitor-borgs.

Fixed putting ammo in RCDs, resolves issue 696. Removed a little spam-text from RCDs too.
Removed some dyslexia from spesscash.
added an undef for LEGCUFF_LAYER


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4209 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-07-29 04:04:24 +00:00
parent 070c956e25
commit 919677e2d5
9 changed files with 126 additions and 134 deletions
+14 -12
View File
@@ -983,7 +983,7 @@ datum
if(istype(O,/obj/effect/decal/cleanable))
del(O)
else
if (O)
if(O)
O.clean_blood()
reaction_turf(var/turf/T, var/volume)
T.overlays = null
@@ -994,8 +994,7 @@ datum
for(var/mob/living/carbon/metroid/M in T)
M.adjustToxLoss(rand(5,10))
reaction_mob(var/mob/M, var/method=TOUCH, var/volume) //TODO: CARN
M.clean_blood()
reaction_mob(var/mob/M, var/method=TOUCH, var/volume)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.r_hand)
@@ -1004,19 +1003,22 @@ datum
C.l_hand.clean_blood()
if(C.wear_mask)
C.wear_mask.clean_blood()
C.update_inv_wear_mask(0)
if(ishuman(M))
var/mob/living/carbon/human/H = C
if(H.w_uniform)
H.w_uniform.clean_blood()
if(H.wear_suit)
H.wear_suit.clean_blood()
if(H.shoes)
H.shoes.clean_blood()
if(H.gloves)
H.gloves.clean_blood()
if(H.head)
H.head.clean_blood()
H.update_inv_head(0)
if(H.wear_suit)
H.wear_suit.clean_blood()
H.update_inv_wear_suit(0)
else if(H.w_uniform)
H.w_uniform.clean_blood()
H.update_inv_w_uniform(0)
if(H.shoes)
H.shoes.clean_blood()
H.update_inv_shoes(0)
M.clean_blood()
plantbgone
name = "Plant-B-Gone"
@@ -648,6 +648,7 @@ Please contact me on #coderbus IRC. ~Carn x
#undef HAIR_LAYER
#undef HEAD_LAYER
#undef HANDCUFF_LAYER
#undef LEGCUFF_LAYER
#undef L_HAND_LAYER
#undef R_HAND_LAYER
#undef TOTAL_LAYERS
+27 -16
View File
@@ -944,22 +944,33 @@ Frequency:
if(module)
if(module.type == /obj/item/weapon/robot_module/janitor) //you'd think checking the module would work
var/turf/tile = get_turf(loc)
tile.clean_blood()
for(var/obj/effect/R in tile)
if(istype(R, /obj/effect/rune) || istype(R, /obj/effect/decal/cleanable) || istype(R, /obj/effect/overlay))
del(R)
for(var/obj/item/cleaned_item in tile)
cleaned_item.clean_blood()
for(var/mob/living/carbon/human/cleaned_human in tile) //HUE HUE I CLEAN U
if(cleaned_human.lying)
cleaned_human.clean_blood()
cleaned_human << "\red [src] cleans your face!"
for(var/obj/item/carried_item in cleaned_human.contents)
carried_item.clean_blood()
var/turf/tile = loc
if(isturf(tile))
tile.clean_blood()
for(var/A in tile)
if(istype(A, /obj/effect))
if(istype(A, /obj/effect/rune) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay))
del(A)
else if(istype(A, /obj/item))
var/obj/item/cleaned_item = A
cleaned_item.clean_blood()
else if(istype(A, /mob/living/carbon/human))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.lying)
if(cleaned_human.head)
cleaned_human.head.clean_blood()
cleaned_human.update_inv_head(0)
if(cleaned_human.wear_suit)
cleaned_human.wear_suit.clean_blood()
cleaned_human.update_inv_wear_suit(0)
else if(cleaned_human.w_uniform)
cleaned_human.w_uniform.clean_blood()
cleaned_human.update_inv_w_uniform(0)
if(cleaned_human.shoes)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes(0)
cleaned_human.clean_blood()
cleaned_human << "\red [src] cleans your face!"
return
/mob/living/silicon/robot/proc/self_destruct()