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Makes slimes have slime jelly for blood (#14665)
* Makes slimes have slime jelly for blood, reduces the healing and toxin effects of slime jelly * Slime jelly is a diffrent colour so it does not look like blood, slime jelly iv bag added, said bag is now found in nanomed plus * Makes slimes bleed in c o l o u r, makes iron affect exotic blood species. * Makes slime blood always the same colour as skin, fixing dye and CMA issues * Fixes iron mistake * Fix henk stuff Adds EXOTIC_COLOR trait, used if you want exotic blood to be coloured when splattering, in this case slime blood. Removes uneeded blood data stuff * Update toxins.dm * Fixes the black blood issue By B-B-BLENDING the slime colour with a medium grey, it helps match the blood colour to the true colour of the slime way better, meaning that a default slime that looks grey (but techicaly has pitch black skin codewise) will have grey blood. * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Signals for henk, fixes henks worries, less processing * Fixes runtime * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/surgery/organs/blood.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/surgery/organs/blood.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> Co-authored-by: farie82 <joepvelden@hotmail.com>
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@@ -307,6 +307,7 @@
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/mob/living/carbon/human/proc/update_dna()
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check_dna()
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dna.ready_dna(src)
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SEND_SIGNAL(src, COMSIG_HUMAN_UPDATE_DNA)
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/mob/living/carbon/human/proc/generate_valid_species(var/check_whitelist = 1, var/list/whitelist = list(), var/list/blacklist = list())
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var/list/valid_species = new()
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@@ -26,7 +26,7 @@
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male_cough_sounds = list('sound/effects/slime_squish.ogg')
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female_cough_sounds = list('sound/effects/slime_squish.ogg')
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species_traits = list(LIPS, IS_WHITELISTED, NO_SCAN)
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species_traits = list(LIPS, IS_WHITELISTED, NO_SCAN, EXOTIC_COLOR)
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clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
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bodyflags = HAS_SKIN_COLOR | NO_EYES
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dietflags = DIET_CARN
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@@ -34,7 +34,7 @@
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flesh_color = "#5fe8b1"
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blood_color = "#0064C8"
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exotic_blood = "water"
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exotic_blood = "slimejelly"
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butt_sprite = "slime"
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//Has default darksight of 2.
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@@ -74,6 +74,9 @@
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recolor = new()
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recolor.Grant(H)
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ADD_TRAIT(H, TRAIT_WATERBREATH, "species")
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RegisterSignal(H, COMSIG_HUMAN_UPDATE_DNA, /datum/species/slime/./proc/blend)
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blend(H)
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/datum/species/slime/on_species_loss(mob/living/carbon/human/H)
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..()
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@@ -82,6 +85,13 @@
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if(recolor)
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recolor.Remove(H)
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REMOVE_TRAIT(H, TRAIT_WATERBREATH, "species")
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UnregisterSignal(H, COMSIG_HUMAN_UPDATE_DNA)
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/datum/species/slime/proc/blend(mob/living/carbon/human/H)
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var/new_color = BlendRGB(H.skin_colour, "#acacac", 0.5) // Blends this to make it work better
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if(H.blood_color != new_color) // Put here, so if it's a roundstart, dyed, or CMA'd slime, their blood changes to match skin
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H.blood_color = new_color
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H.dna.species.blood_color = H.blood_color
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/datum/species/slime/handle_life(mob/living/carbon/human/H)
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// Slowly shifting to the color of the reagents
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@@ -97,8 +107,11 @@
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E.sync_colour_to_human(H)
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H.update_hair()
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H.update_body()
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blend(H)
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..()
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/datum/species/slime/can_hear() // fucking snowflakes
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. = TRUE
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