mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 08:34:16 +01:00
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
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@@ -983,7 +983,7 @@ datum
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if(istype(O,/obj/effect/decal/cleanable))
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del(O)
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else
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if (O)
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if(O)
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O.clean_blood()
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reaction_turf(var/turf/T, var/volume)
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T.overlays = null
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@@ -994,8 +994,7 @@ datum
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for(var/mob/living/carbon/metroid/M in T)
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M.adjustToxLoss(rand(5,10))
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reaction_mob(var/mob/M, var/method=TOUCH, var/volume) //TODO: CARN
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M.clean_blood()
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reaction_mob(var/mob/M, var/method=TOUCH, var/volume)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(C.r_hand)
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@@ -1004,19 +1003,22 @@ datum
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C.l_hand.clean_blood()
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if(C.wear_mask)
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C.wear_mask.clean_blood()
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C.update_inv_wear_mask(0)
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if(ishuman(M))
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var/mob/living/carbon/human/H = C
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if(H.w_uniform)
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H.w_uniform.clean_blood()
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if(H.wear_suit)
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H.wear_suit.clean_blood()
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if(H.shoes)
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H.shoes.clean_blood()
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if(H.gloves)
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H.gloves.clean_blood()
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if(H.head)
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H.head.clean_blood()
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H.update_inv_head(0)
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if(H.wear_suit)
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H.wear_suit.clean_blood()
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H.update_inv_wear_suit(0)
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else if(H.w_uniform)
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H.w_uniform.clean_blood()
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H.update_inv_w_uniform(0)
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if(H.shoes)
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H.shoes.clean_blood()
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H.update_inv_shoes(0)
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M.clean_blood()
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plantbgone
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name = "Plant-B-Gone"
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@@ -648,6 +648,7 @@ Please contact me on #coderbus IRC. ~Carn x
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#undef HAIR_LAYER
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#undef HEAD_LAYER
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#undef HANDCUFF_LAYER
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#undef LEGCUFF_LAYER
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#undef L_HAND_LAYER
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#undef R_HAND_LAYER
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#undef TOTAL_LAYERS
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@@ -944,22 +944,33 @@ Frequency:
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if(module)
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if(module.type == /obj/item/weapon/robot_module/janitor) //you'd think checking the module would work
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var/turf/tile = get_turf(loc)
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tile.clean_blood()
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for(var/obj/effect/R in tile)
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if(istype(R, /obj/effect/rune) || istype(R, /obj/effect/decal/cleanable) || istype(R, /obj/effect/overlay))
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del(R)
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for(var/obj/item/cleaned_item in tile)
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cleaned_item.clean_blood()
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for(var/mob/living/carbon/human/cleaned_human in tile) //HUE HUE I CLEAN U
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if(cleaned_human.lying)
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cleaned_human.clean_blood()
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cleaned_human << "\red [src] cleans your face!"
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for(var/obj/item/carried_item in cleaned_human.contents)
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carried_item.clean_blood()
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var/turf/tile = loc
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if(isturf(tile))
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tile.clean_blood()
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for(var/A in tile)
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if(istype(A, /obj/effect))
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if(istype(A, /obj/effect/rune) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay))
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del(A)
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else if(istype(A, /obj/item))
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var/obj/item/cleaned_item = A
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cleaned_item.clean_blood()
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else if(istype(A, /mob/living/carbon/human))
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var/mob/living/carbon/human/cleaned_human = A
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if(cleaned_human.lying)
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if(cleaned_human.head)
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cleaned_human.head.clean_blood()
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cleaned_human.update_inv_head(0)
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if(cleaned_human.wear_suit)
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cleaned_human.wear_suit.clean_blood()
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cleaned_human.update_inv_wear_suit(0)
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else if(cleaned_human.w_uniform)
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cleaned_human.w_uniform.clean_blood()
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cleaned_human.update_inv_w_uniform(0)
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if(cleaned_human.shoes)
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cleaned_human.shoes.clean_blood()
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cleaned_human.update_inv_shoes(0)
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cleaned_human.clean_blood()
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cleaned_human << "\red [src] cleans your face!"
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return
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/mob/living/silicon/robot/proc/self_destruct()
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