mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
* Da Vlood
* removes_unused_icons
* Yep sprites
* fixes xeno blood and vomit
* Commit number x
* Steel Review Changes 1
* Henri Review Changes 1
* fixing vomit
🌋
* Haha haha ha ... ha
* fixing layering issueeee
* Sirryan2002 Review
THANKS
* implicit var/
* Sirryan Review 2
Electric Boogaloo
* Testmerge Update 1
gibs were still getting animated, blood drying while animated in space looked very jank.
all fixed
* unused variable
AHSDHASOIADGSOISA
* Testmerge Update 2
tracks floating annoyingly
* Improvements
-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]
* errors
* Sirryan Review 3
122 lines
4.1 KiB
Plaintext
122 lines
4.1 KiB
Plaintext
#define ALWAYS_IN_GRAVITY 2
|
|
|
|
/obj/effect/decal/cleanable
|
|
///when Initialized() its icon_state will be chosen from this list
|
|
var/list/random_icon_states = list()
|
|
///0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
|
|
var/bloodiness = 0
|
|
///when another of the same type is made on the same tile will they merge --- YES=TRUE; NO=FLASE
|
|
var/mergeable_decal = TRUE
|
|
///prevents Ambient Occlusion effects around it ; Set to GAME_PLANE in Initialize() if on a wall
|
|
plane = FLOOR_PLANE
|
|
///for blood n vomit in zero G --- IN GRAVITY=TRUE; NO GRAVITY=FALSE
|
|
var/gravity_check = TRUE
|
|
|
|
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
|
|
if(mergeable_decal)
|
|
return TRUE
|
|
|
|
/obj/effect/decal/cleanable/cleaning_act(mob/user, atom/cleaner, cleanspeed = 5 SECONDS, text_verb = "scrub out", text_description = " with [cleaner].")
|
|
if(issimulatedturf(loc))
|
|
var/turf/simulated/T = get_turf(src)
|
|
T.cleaning_act(user, cleaner, cleanspeed = cleanspeed, text_verb = text_verb, text_description = text_description, text_targetname = name) //Strings are deliberately "A = A" to avoid overrides
|
|
return
|
|
else
|
|
..()
|
|
|
|
//Add "bloodiness" of this blood's type, to the human's shoes
|
|
//This is on /cleanable because fuck this ancient mess
|
|
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
|
|
..()
|
|
|
|
if(!ishuman(O))
|
|
return
|
|
|
|
if(!gravity_check && ishuman(O))
|
|
bloodyify_human(O)
|
|
|
|
if(!off_floor)
|
|
var/mob/living/carbon/human/H = O
|
|
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
|
|
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
|
|
var/hasfeet = TRUE
|
|
if(IS_HORIZONTAL(H) && !H.buckled) //Make people bloody if they're lying down and move into blood
|
|
if(bloodiness > 0 && length(blood_DNA))
|
|
H.add_blood(H.blood_DNA, basecolor)
|
|
if(!l_foot && !r_foot)
|
|
hasfeet = FALSE
|
|
if(H.shoes && blood_state && bloodiness)
|
|
var/obj/item/clothing/shoes/S = H.shoes
|
|
var/add_blood = 0
|
|
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
|
add_blood = BLOOD_GAIN_PER_STEP
|
|
else
|
|
add_blood = bloodiness
|
|
bloodiness -= add_blood
|
|
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
|
|
S.bloody_shoes[BLOOD_BASE_ALPHA] = BLOODY_FOOTPRINT_BASE_ALPHA * (alpha/255)
|
|
if(blood_DNA && blood_DNA.len)
|
|
S.add_blood(H.blood_DNA, basecolor)
|
|
S.blood_state = blood_state
|
|
S.blood_color = basecolor
|
|
update_icon()
|
|
H.update_inv_shoes()
|
|
else if(hasfeet && blood_state && bloodiness)//Or feet
|
|
var/add_blood = 0
|
|
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
|
add_blood = BLOOD_GAIN_PER_STEP
|
|
else
|
|
add_blood = bloodiness
|
|
bloodiness -= add_blood
|
|
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
|
|
H.bloody_feet[BLOOD_BASE_ALPHA] = BLOODY_FOOTPRINT_BASE_ALPHA * (alpha/255)
|
|
if(!H.feet_blood_DNA)
|
|
H.feet_blood_DNA = list()
|
|
H.blood_state = blood_state
|
|
H.feet_blood_DNA |= blood_DNA.Copy()
|
|
H.feet_blood_color = basecolor
|
|
update_icon()
|
|
H.update_inv_shoes()
|
|
|
|
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
|
|
return FALSE
|
|
|
|
/obj/effect/decal/cleanable/is_cleanable()
|
|
return TRUE
|
|
|
|
/obj/effect/decal/cleanable/Initialize(mapload)
|
|
. = ..()
|
|
if(try_merging_decal())
|
|
return TRUE
|
|
if(random_icon_states && length(src.random_icon_states) > 0)
|
|
src.icon_state = pick(src.random_icon_states)
|
|
if(smoothing_flags)
|
|
QUEUE_SMOOTH(src)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
if(iswallturf(loc) && plane == FLOOR_PLANE)
|
|
plane = GAME_PLANE // so they can be seen above walls
|
|
|
|
/obj/effect/decal/cleanable/Destroy()
|
|
if(smoothing_flags)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
return ..()
|
|
|
|
/obj/effect/decal/cleanable/proc/try_merging_decal(turf/T)
|
|
if(!T)
|
|
T = loc
|
|
if(isturf(T))
|
|
for(var/obj/effect/decal/cleanable/C in T)
|
|
if(C != src && C.type == type && !QDELETED(C))
|
|
if(C.gravity_check && replace_decal(C))
|
|
qdel(src)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/effect/decal/cleanable/proc/check_gravity(turf/T)
|
|
if(isnull(T))
|
|
T = get_turf(src)
|
|
if(gravity_check != ALWAYS_IN_GRAVITY)
|
|
gravity_check = has_gravity(src, T)
|
|
|
|
#undef ALWAYS_IN_GRAVITY
|