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Refactors Item Blood Overlays (#16826)
* Refactors Item Blood Overlays * update * remove blood color changing
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@@ -206,29 +206,6 @@
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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if(blood_overlay) //updated blood overlay, if any
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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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/obj/item/scythe/tele/blood_splatter_index()
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return "\ref[icon]-[icon_state]"
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/obj/item/scythe/tele/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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// *************************************
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// Nutrient defines for hydroponics
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@@ -88,9 +88,8 @@
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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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if(H.dna.species.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.dna.species.blood_color = new_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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