Repathed the point decal to the temp_visual effects path. This path has
built-in singularity resistance, and allows me to remove a spawn in
favor of a built-in QDEL_IN call
Also changed points from using the magic number 16 to POINT_LAYER for
their layer definition. This does technically drop the point by 4 layers
(POINT_LAYER is 12), placing them now below the light layer (shouldn't
affect anything) instead of just above it.
Blood pools had a duplicate definition of "NO_CLIENT_COLOUR" while it
wasn't defined at all for blood trails.
This resulted in a bug where upon wearing a pair of noir shades or
becoming colourblind, blood trails would take on a different colouration
than blood pools (drips, etc.)
Now resolved by moving the duplicate definition to a place where it can
do some good.
Blood that would splatter onto windows is now pixel-shifted and renders
above them so you can A: Clean it with ease and B: See it in all its
gorey glory.
I had to get creative with how I detected structures blocking blood
splatter.
Janiborgs riding, sprayers spraying and cleaner grenades foaming over
adjacent tiles won't clean off wall/windowblood. You have to use soap
and click on the blood.
* 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