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Refactors Item Blood Overlays (#16826)
* Refactors Item Blood Overlays * update * remove blood color changing
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@@ -5,7 +5,6 @@ GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/goonstation/effect
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move_resist = null // Set in the Initialise depending on the item size. Unless it's overriden by a specific item
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var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
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var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/item_state = null
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var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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@@ -187,28 +187,5 @@
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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// Update blood splatter
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if(blood_overlay)
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var/blood_color = blood_overlay.color
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cut_overlay(blood_overlay)
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qdel(blood_overlay)
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add_blood_overlay(blood_color)
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playsound(loc, extend_sound, 50, TRUE)
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add_fingerprint(user)
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/obj/item/melee/classic_baton/telescopic/blood_splatter_index()
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return "\ref[icon]-[icon_state]"
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/obj/item/melee/classic_baton/telescopic/add_blood_overlay(color)
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
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if(!blood_splatter_icon)
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blood_splatter_icon = icon(icon, icon_state)
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blood_splatter_icon.Blend("#ffffff", ICON_ADD)
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blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY)
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blood_splatter_icon = fcopy_rsc(blood_splatter_icon)
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GLOB.blood_splatter_icons[index] = blood_splatter_icon
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blood_overlay = image(blood_splatter_icon)
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blood_overlay.color = color
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add_overlay(blood_overlay)
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