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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
149 lines
4.8 KiB
Plaintext
149 lines
4.8 KiB
Plaintext
// 5 seconds
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#define TRACKS_CRUSTIFY_TIME 50
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// color-dir-dry
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GLOBAL_LIST_EMPTY(fluidtrack_cache)
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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icon = 'icons/effects/fluidtracks.dmi'
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name = "wet tracks"
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dryname = "dried tracks"
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desc = "Whoops..."
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drydesc = "Whoops..."
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icon_state = "wheels1"
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gender = PLURAL
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random_icon_states = null
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amount = 0
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints
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icon = 'icons/effects/fluidtracks.dmi'
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icon_state = "nothingwhatsoever"
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desc = "You REALLY shouldn't follow these.."
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gender = PLURAL
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random_icon_states = null
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basecolor = "#A10808"
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var/entered_dirs = 0
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var/exited_dirs = 0
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var/base_alpha = BLOODY_FOOTPRINT_BASE_ALPHA
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blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
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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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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(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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S.bloody_shoes[BLOOD_BASE_ALPHA] = base_alpha
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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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H.bloody_feet[BLOOD_BASE_ALPHA] = base_alpha
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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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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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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(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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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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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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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_overlays()
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. = ..()
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for(var/Ddir in GLOB.cardinal)
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if(entered_dirs & Ddir)
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var/image/I
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if(GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"])
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I = GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"]
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else
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I = image(icon,"[blood_state]1",dir = Ddir)
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GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"] = I
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if(I)
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I.color = basecolor
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. += I
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if(exited_dirs & Ddir)
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var/image/I
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if(GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"])
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I = GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"]
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else
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I = image(icon,"[blood_state]2",dir = Ddir)
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GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"] = I
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if(I)
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I.color = basecolor
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. += I
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alpha = base_alpha + bloodiness
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/proc/createFootprintsFrom(atom/movable/A, dir, turf/T)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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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] - BLOOD_LOSS_IN_SPREAD
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FP.basecolor = H.feet_blood_color
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FP.base_alpha = H.bloody_feet[BLOOD_BASE_ALPHA]
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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] - BLOOD_LOSS_IN_SPREAD
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FP.basecolor = S.blood_color
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FP.base_alpha = S.bloody_shoes[BLOOD_BASE_ALPHA]
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if(S.blood_DNA)
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FP.blood_DNA = S.blood_DNA.Copy()
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FP.entered_dirs |= dir
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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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/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
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if(basecolor == COLOR_BLOOD_MACHINE)
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return FALSE
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return TRUE
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