* commit for branch swap
* branch swap again
* BLEED
* trying to clear up compile errors
* i killed everything when i tested this...
* restorealltheblood
* I REMOVED A THING
* well some progress
* stop bleeding
* got to swap branches again.
* grr
* damn bloodcolors
* Squash everything
* color....colourrrrrrr
* color....colourrrrrrr
* well now that updated the branch...
* Changes
* Some tweaks..before i upload something major
* COLOR NOT COLOUR...COLOR
YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD
* Foot print shit..
blood coloring is going to be PAIN
* trying to handle some colors..maybe.
* blood colorsing sucks..di i mention this?
* commenting cod malfunctions.
* Changes
* lets try this
* Its too late at night.
* blargh
* woops
* almost works...
* progress..
* Branch swap
* figured out the overlay issue....
* BRANCH SWAP
* BLARGH
* fixed merged conflicts..expect something to be horribly wrong.
* bunch of changes
* Major Fixes
- Moved blood_state and bloodiness var definitions to
/obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in
order to make blood color work properly.
- These were not used by any other decal, so it was pointless.
- Tweaked human/add_blood so that hand_blood_color uses the correct
value now.
- Corrected gibs having the wrong basecolor.
- Tracks of different blood colors will no longer combine weirdly, and
will instead form seperate overlays.
- This also fixes all of the issues with tracks in general and not
updating correctly.
- Fixed transfering blood in add_fingerprint; the old detective code
didn't use the new format for add_blood().
- Fixed xenomorphs causing runtimes in makeTrail(), and gave them their
own trails. Sprites should probably be brightened later.
- Fixed mobs occasionally randomly having their blood_DNA list reset.
* may have accidently removed shit.
* Mrowl
* stiff
water is not bleeding
lowered trail making threshold
* tweaks then conflcits
* weee
* indent
* some tweaks
* somefox tweaks.
* derp
* why won't they bleed!?
* BLEED DAMMIT
* Flattist comments and removes simple animale blood volume
Cause i cannot get it to work right.
* PRAISE FLATTIST
* Simple animals have a blood volume now
Bug with trail fixed.
* changes
* thanksmrowlmrowl
* exotice blood trails
* makesure is an exotic bleeder has a bleed rate first...
* FoxBoxTweakSox
* BoxVoxSoXFox
* ONE MORE THING
* animalsbleedreds
* Buh? BUGH!
* thisismescreaming
* removing note needed thing
* Color changes but the rabbit hole continues.
* This is not pretty....
* wot
* IT WORKS DAMMIT
* colors.
* germaphobic commit..
* we have to use the old system
* nothing to see here
* doubleprocarady
* try to fix mulebots
* mulebot fixed
* DONE
Players:
- The only thing that you should notice is that your backpack options
have changed. Instead of being "None", "Backpack", "Satchel", and
"Satchel Alt", there are 6 options:
- "Grey Backpack": Ensures you always recieve a plain grey backpack.
- "Grey Satchel": Same as the above, grey, plain, satchel.
- "Grey Dufflebag": So you don't have to rush the locker room, I
guess. Just kinda ransacked it from /tg/. Happy to revert it, please
do not post a five paragraph text wall calling me a shitlord
powergaming hitler-loving furry.
- "Leather Satchel": It's a leather satchel. What the hell did you
think it was?
- "Department Backpack": Gives you the department's default backpack.
Grey for most jobs.
- "Department Satchel": It gives you the department's default
satchel; A grey satchel if the department doesn't have one.
Coders:
- The above means this needs a minor SQL change:
```
SQL goes here
I'll write a query later
Can't be bothered now
Kill me please
```
- This is a cleaner method of handling job equipment than
"M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum,
which defines all of the things to equip to the user.
- Minor note: equip_or_collect will no longer ever generate a plastic
bag. It will instead just drop stuff on the floor if it can't stuff it
into a mob. If this is even slightly a point of contention, more than
happy to revert it; It was just requested by Fox.
- Addendum: This also has the effect of making it so that labcoats
are just thrown onto the floor if you have a loadout suit. It's not
really avoidable. Uniforms and suits are equipped before the
backpack.
- Changes from /tg/:
- Changed all of the "H.equip_to_slot_or_del" calls into invoking a
new "equip_item" proc; This is used to support a new variable called
"collect_not_del". Job outfits use this, it makes it so that the
system calls equip_or_collect instead of equip_to_slot_or_del. The
idea being that job items should never be lost to the void,
especially because they can conflict with loadout items.
TODO:
- Retrofit "Equip Mob" verb to use this for all of the non-job options
- Fully implement head announcements(?)
- May be best for a second PR that addresses all of the real issues
with our current job system
( Now go reread that SQL code block :) )