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[FIX] Fixes floating blood on non-existent hands: My damn feet and hands are bloody! (#26100)
* Fixes https://github.com/ParadiseSS13/Paradise/issues/7596
* Revert "Makes our time defines use strict numbers instead of nested defines (#26069)"
This reverts commit 19cbfb129a.
* Comments!
* Revert unintended change
* Actually reverts.... missed an *
* Remove S, update comment.
* Adds checks for hands and feet, making sure you don't have invisible blood.
* Reverts unintended changs.
* Mysterious.
* Die unintended change, die!
* Version one, needs pixel shifting, code works.
* Splits hands and feed, leaves shoes / gloves in the case something has shoes / gloves on
* Left! not Right!
* unintended revert
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>
---------
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
@@ -658,6 +658,8 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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/mob/living/carbon/human/update_inv_gloves()
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remove_overlay(GLOVES_LAYER)
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remove_overlay(L_HAND_BLOOD_LAYER)
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remove_overlay(R_HAND_BLOOD_LAYER)
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if(client && hud_used)
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var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_HUD_GLOVES]
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if(inv)
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@@ -677,17 +679,24 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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else
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standing = mutable_appearance('icons/mob/clothing/hands.dmi', "[t_state]", layer = -GLOVES_LAYER)
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if(gloves.blood_DNA)
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if(gloves.blood_DNA) // No need to check for hands here because we won't have gloves on.
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var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "bloodyhands")
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bloodsies.color = gloves.blood_color
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standing.overlays += bloodsies
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overlays_standing[GLOVES_LAYER] = standing
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else
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if(blood_DNA)
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var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "bloodyhands", layer = -GLOVES_LAYER)
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bloodsies.color = hand_blood_color
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overlays_standing[GLOVES_LAYER] = bloodsies
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if(blood_DNA) // Checks for hands to make sure we don't get mysterious floating blood.
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if(get_organ("l_hand"))
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var/mutable_appearance/bloodsies_left = mutable_appearance(dna.species.blood_mask, "bloodyhand_left", layer = -L_HAND_BLOOD_LAYER)
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bloodsies_left.color = feet_blood_color
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overlays_standing[L_HAND_BLOOD_LAYER] = bloodsies_left
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if(get_organ("r_hand"))
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var/mutable_appearance/bloodsies_right = mutable_appearance(dna.species.blood_mask, "bloodyhand_right", layer = -R_HAND_BLOOD_LAYER)
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bloodsies_right.color = feet_blood_color
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overlays_standing[R_HAND_BLOOD_LAYER] = bloodsies_right
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apply_overlay(GLOVES_LAYER)
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apply_overlay(L_HAND_BLOOD_LAYER)
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apply_overlay(R_HAND_BLOOD_LAYER)
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/mob/living/carbon/human/update_inv_glasses()
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@@ -771,6 +780,8 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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/mob/living/carbon/human/update_inv_shoes()
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remove_overlay(SHOES_LAYER)
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remove_overlay(L_FOOT_BLOOD_LAYER)
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remove_overlay(R_FOOT_BLOOD_LAYER)
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if(client && hud_used)
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var/atom/movable/screen/inventory/inv = hud_used.inv_slots[SLOT_HUD_SHOES]
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if(inv)
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@@ -788,7 +799,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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else
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standing = mutable_appearance('icons/mob/clothing/feet.dmi', "[shoes.icon_state]", layer = -SHOES_LAYER)
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if(shoes.blood_DNA)
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if(shoes.blood_DNA) // No need to check for feet here since you need feet to wear shoes.
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var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "shoeblood")
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bloodsies.color = shoes.blood_color
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standing.overlays += bloodsies
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@@ -796,11 +807,18 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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standing.color = shoes.color
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overlays_standing[SHOES_LAYER] = standing
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else
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if(feet_blood_DNA)
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var/mutable_appearance/bloodsies = mutable_appearance(dna.species.blood_mask, "shoeblood", layer = -SHOES_LAYER)
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bloodsies.color = feet_blood_color
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overlays_standing[SHOES_LAYER] = bloodsies
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if(feet_blood_DNA) // Checks for feet to make sure we don't have mysterious floating blood.
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if(get_organ("l_foot"))
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var/mutable_appearance/bloodsies_left = mutable_appearance(dna.species.blood_mask, "shoeblood_left", layer = -L_FOOT_BLOOD_LAYER)
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bloodsies_left.color = feet_blood_color
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overlays_standing[L_FOOT_BLOOD_LAYER] = bloodsies_left
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if(get_organ("r_foot"))
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var/mutable_appearance/bloodsies_right = mutable_appearance(dna.species.blood_mask, "shoeblood_right", layer = -R_FOOT_BLOOD_LAYER)
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bloodsies_right.color = feet_blood_color
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overlays_standing[R_FOOT_BLOOD_LAYER] = bloodsies_right
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apply_overlay(SHOES_LAYER)
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apply_overlay(L_FOOT_BLOOD_LAYER)
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apply_overlay(R_FOOT_BLOOD_LAYER)
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/mob/living/carbon/human/update_inv_s_store()
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remove_overlay(SUIT_STORE_LAYER)
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