Files
Paradise/code/modules/detective_work/footprints_and_rag.dm
T
AurorabladeandFox McCloud 476cdc3e06 Blood Refactor (#6220)
* 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
2017-07-11 16:49:11 -04:00

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/mob
var/bloody_hands = 0
var/list/feet_blood_DNA
var/feet_blood_color
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_feet = list(BLOOD_STATE_HUMAN = 0, BLOOD_STATE_XENO = 0, BLOOD_STATE_NOT_BLOODY = 0)
/obj/item/clothing/gloves
var/transfer_blood = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "damp rag"
desc = "For cleaning up messes, you suppose."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/toy.dmi'
icon_state = "rag"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5)
volume = 5
can_be_placed_into = null
flags = OPENCONTAINER | NOBLUDGEON
var/wipespeed = 30
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
if(ismob(target) && target.reagents && reagents.total_volume)
user.visible_message("<span class='danger'>[user] has smothered \the [target] with \the [src]!</span>", "<span class='danger'>You smother \the [target] with \the [src]!</span>", "You hear some struggling and muffled cries of surprise")
src.reagents.reaction(target, TOUCH)
src.reagents.clear_reagents()
return
else
..()
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob,proximity)
if(!proximity) return
if(istype(A) && src in user)
user.visible_message("[user] starts to wipe down [A] with [src]!")
if(do_after(user, wipespeed, target = A))
user.visible_message("[user] finishes wiping off the [A]!")
A.clean_blood()
return