Fixes some wierd indent issues probably

This commit is contained in:
Vivalas
2017-09-09 17:41:43 -05:00
committed by GitHub
parent dc0a008fe2
commit cabb9ff92a
@@ -40,40 +40,41 @@
for(var/obj/item/organ/external/splinted in splinted_limbs)
splinted.update_splints()
if(!has_gravity(loc))
return
var/obj/item/clothing/shoes/S = shoes
if(!has_gravity(loc))
return
var/obj/item/clothing/shoes/S = shoes
//Bloody footprints
var/turf/T = get_turf(src)
var/obj/item/organ/external/l_foot = get_organ("l_foot")
var/obj/item/organ/external/r_foot = get_organ("r_foot")
var/hasfeet = 1
if(!l_foot && !r_foot)
hasfeet = 0
//Bloody footprints
var/turf/T = get_turf(src)
var/obj/item/organ/external/l_foot = get_organ("l_foot")
var/obj/item/organ/external/r_foot = get_organ("r_foot")
var/hasfeet = 1
if(!l_foot && !r_foot)
hasfeet = 0
if(shoes)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
return
else
//No oldFP or it's a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(shoes, dir, T)
update_inv_shoes()
else if(hasfeet)
if(bloody_feet && bloody_feet[blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
return
else
bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(src, dir, T)
update_inv_shoes()
//End bloody footprints
if(S)
S.step_action(src)
if(shoes)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
return
else
//No oldFP or it's a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(shoes, dir, T)
update_inv_shoes()
else if(hasfeet)
if(bloody_feet && bloody_feet[blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
return
else
bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
createFootprintsFrom(src, dir, T)
update_inv_shoes()
//End bloody footprints
if(S)
S.step_action(src)
/mob/living/carbon/human/handle_footstep(turf/T)
if(..())