mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Merge pull request #11797 from Couls/blood-changes
Blood is now less annoying
This commit is contained in:
@@ -390,6 +390,8 @@
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#define BLOODY_FOOTPRINT_BASE_ALPHA 150
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#define BLOOD_GAIN_PER_STEP 100
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#define BLOOD_LOSS_PER_STEP 5
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#define BLOOD_LOSS_IN_SPREAD 20
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#define BLOOD_AMOUNT_PER_DECAL 20
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//Bloody shoe blood states
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#define BLOOD_STATE_HUMAN "blood"
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@@ -3,7 +3,7 @@
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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icon = 'icons/effects/blood.dmi'
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basecolor = "#05EE05"
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bloodiness = MAX_SHOE_BLOODINESS
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/blood/xeno/splatter
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@@ -17,12 +17,22 @@ var/global/list/image/splatter_cache = list()
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blood_DNA = list()
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var/base_icon = 'icons/effects/blood.dmi'
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var/blood_state = BLOOD_STATE_HUMAN
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var/bloodiness = MAX_SHOE_BLOODINESS
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/basecolor = "#A10808" // Color when wet.
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var/amount = 5
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var/dry_timer = 0
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var/off_floor = FALSE
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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if(bloodiness)
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if(C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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return ..()
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/obj/effect/decal/cleanable/blood/Initialize()
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. = ..()
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update_icon()
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@@ -87,46 +97,6 @@ var/global/list/image/splatter_cache = list()
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/obj/effect/decal/cleanable/blood/can_bloodcrawl_in()
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return TRUE
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//Add "bloodiness" of this blood's type, to the human's shoes
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/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O, oldloc)
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if(!off_floor && ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/hasfeet = TRUE
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if(!l_foot && !r_foot)
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hasfeet = FALSE
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if(H.shoes && blood_state && bloodiness)
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(H.blood_DNA, basecolor)
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S.blood_state = blood_state
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S.blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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else if(hasfeet && blood_state && bloodiness)//Or feet
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.blood_state = blood_state
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H.feet_blood_DNA |= blood_DNA.Copy()
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H.feet_blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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amount = 2
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@@ -191,6 +161,8 @@ var/global/list/image/splatter_cache = list()
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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no_clear = TRUE
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mergeable_decal = FALSE
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var/fleshcolor = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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@@ -16,6 +16,7 @@
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icon_state = "ash"
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anchored = TRUE
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scoop_reagents = list("ash" = 10)
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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@@ -97,7 +98,8 @@
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gender = NEUTER
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/molten_object/large
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name = "big gooey grey mass"
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icon_state = "big_molten"
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@@ -5,7 +5,8 @@
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icon_state = "gib1"
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basecolor = "#030303"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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bloodiness = MAX_SHOE_BLOODINESS
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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@@ -30,6 +30,7 @@ var/global/list/image/fluidtrack_cache = list()
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/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O, oldloc)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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@@ -40,19 +41,22 @@ var/global/list/image/fluidtrack_cache = list()
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hasfeet = FALSE
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if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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entered_dirs |= H.dir
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if(!S.blood_DNA)
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S.blood_DNA = list()
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S.blood_DNA |= blood_DNA.Copy()
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if(!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet //This will need to be changed.
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H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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entered_dirs |= H.dir
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.feet_blood_DNA |= blood_DNA.Copy()
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update_icon()
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if(!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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@@ -63,17 +67,20 @@ var/global/list/image/fluidtrack_cache = list()
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hasfeet = FALSE
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if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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exited_dirs |= H.dir
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if(!S.blood_DNA)
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S.blood_DNA = list()
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S.blood_DNA |= blood_DNA.Copy()
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if(!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet
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H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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exited_dirs |= H.dir
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.feet_blood_DNA |= blood_DNA.Copy()
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update_icon()
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if(!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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@@ -108,14 +115,14 @@ var/global/list/image/fluidtrack_cache = list()
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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FP.blood_state = H.blood_state
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FP.bloodiness = H.bloody_feet[H.blood_state]
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FP.bloodiness = H.bloody_feet[H.blood_state] - BLOOD_LOSS_IN_SPREAD
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FP.basecolor = H.feet_blood_color
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if(H.blood_DNA)
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FP.blood_DNA = H.blood_DNA.Copy()
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else if(istype(A, /obj/item/clothing/shoes))
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var/obj/item/clothing/shoes/S = A
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FP.blood_state = S.blood_state
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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FP.basecolor = S.blood_color
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if(S.blood_DNA)
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FP.blood_DNA = S.blood_DNA.Copy()
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@@ -123,3 +130,8 @@ var/global/list/image/fluidtrack_cache = list()
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FP.update_icon()
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return FP
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/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/footprints/C)
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if(blood_state != C.blood_state) //We only replace footprints of the same type as us
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return
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..()
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@@ -1,11 +1,65 @@
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/obj/effect/decal/cleanable
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anchored = TRUE
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var/list/random_icon_states = list()
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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return TRUE
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
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..()
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if(!off_floor && ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/hasfeet = TRUE
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if(!l_foot && !r_foot)
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hasfeet = FALSE
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if(H.shoes && blood_state && bloodiness)
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(H.blood_DNA, basecolor)
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S.blood_state = blood_state
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S.blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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else if(hasfeet && blood_state && bloodiness)//Or feet
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.blood_state = blood_state
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H.feet_blood_DNA |= blood_DNA.Copy()
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H.feet_blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/New()
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/obj/effect/decal/cleanable/Initialize(mapload)
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. = ..()
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if(loc && isturf(loc))
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for(var/obj/effect/decal/cleanable/C in loc)
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if(C != src && C.type == type && !QDELETED(C))
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if(replace_decal(C))
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return INITIALIZE_HINT_QDEL
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if(random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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if(smooth)
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@@ -63,7 +63,8 @@
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(shoes, dir, T)
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if(S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(shoes, dir, T)
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update_inv_shoes()
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else if(hasfeet)
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if(bloody_feet && bloody_feet[blood_state])
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@@ -72,7 +73,8 @@
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return
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else
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bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(src, dir, T)
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if(bloody_feet[blood_state] > BLOOD_LOSS_IN_SPREAD)
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createFootprintsFrom(src, dir, T)
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update_inv_shoes()
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//End bloody footprints
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if(S)
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@@ -99,11 +99,11 @@
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/mob/living/carbon/proc/bleed_internal(amt) // Return 1 if we've coughed blood up, 2 if we're vomited it.
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if(blood_volume)
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blood_volume = max(blood_volume - amt, 0)
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if (prob(10 * amt)) // +5% chance per internal bleeding site that we'll cough up blood on a given tick.
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if(prob(10 * amt)) // +5% chance per internal bleeding site that we'll cough up blood on a given tick.
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custom_emote(1, "coughs up blood!")
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add_splatter_floor(loc, 1)
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return 1
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else if (amt >= 1 && prob(5 * amt)) // +2.5% chance per internal bleeding site that we'll cough up blood on a given tick. Must be bleeding internally in more than one place to have a chance at this.
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else if(amt >= 1 && prob(5 * amt)) // +2.5% chance per internal bleeding site that we'll cough up blood on a given tick. Must be bleeding internally in more than one place to have a chance at this.
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vomit(0, 1)
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return 2
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return 0
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@@ -253,7 +253,7 @@
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// Only a certain number of drips (or one large splatter) can be on a given turf.
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var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T
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if(drop)
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if(drop.drips < 3)
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if(drop.drips < 5)
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drop.drips++
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drop.overlays |= pick(drop.random_icon_states)
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drop.transfer_mob_blood_dna(src)
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@@ -278,7 +278,8 @@
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B = locate() in bloods
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if(!B)
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B = new(T)
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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Reference in New Issue
Block a user