mirror of
https://github.com/ParadiseSS13/Paradise.git
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351 lines
9.6 KiB
Plaintext
351 lines
9.6 KiB
Plaintext
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
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/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's red and gooey. Perhaps it's the chef's cooking?"
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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var/list/viruses = list()
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blood_DNA = list()
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var/list/datum/disease2/disease/virus2 = list()
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var/amount = 5
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/obj/effect/decal/cleanable/blood/Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/effect/decal/cleanable/blood/New()
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..()
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if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
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return
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if(istype(src, /obj/effect/decal/cleanable/blood/tracks))
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return // We handle our own drying.
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if(src.type == /obj/effect/decal/cleanable/blood)
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if(src.loc && isturf(src.loc))
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for(var/obj/effect/decal/cleanable/blood/B in src.loc)
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if(B != src)
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if (B.blood_DNA)
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blood_DNA |= B.blood_DNA.Copy()
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del(B)
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spawn(DRYING_TIME * (amount+1))
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dry()
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/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
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if (!istype(perp))
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return
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if(amount < 1)
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return
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if(perp.shoes)
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perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
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if(!perp.shoes.blood_overlay)
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perp.shoes.generate_blood_overlay()
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if(!perp.shoes.blood_DNA)
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perp.shoes.blood_DNA = list()
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perp.shoes.overlays += perp.shoes.blood_overlay
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perp.update_inv_shoes(1,0)
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perp.shoes.blood_DNA |= blood_DNA.Copy()
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else
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perp.track_blood = max(amount,perp.track_blood) //Or feet
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if(!perp.feet_blood_DNA)
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perp.feet_blood_DNA = list()
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perp.feet_blood_DNA |= blood_DNA.Copy()
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amount--
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/obj/effect/decal/cleanable/blood/proc/dry()
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name = "dried [src]"
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desc = "It's dark red and crusty. Someone is not doing their job."
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var/icon/I = icon(icon,icon_state)
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I.SetIntensity(0.7)
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icon = I
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amount = 0
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spawn(DRYING_TIME)
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Del()
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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amount = 2
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/obj/effect/decal/cleanable/blood/green
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name = "green blood"
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desc = "It's green and gooey. Perhaps it's the chef's cooking?"
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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/obj/effect/decal/cleanable/blood/green/Crossed(mob/living/carbon/human/perp)
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if (!istype(perp))
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return
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if(amount < 1)
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return
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if(perp.shoes)
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perp.shoes:track_blood_green= max(amount,perp.shoes:track_blood_green) //Adding blood to shoes
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if(!perp.shoes.blood_overlay)
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perp.shoes.blood_overlay_color = 1
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perp.shoes.generate_blood_overlay()
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if(!perp.shoes.blood_DNA)
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perp.shoes.blood_DNA = list()
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perp.shoes.overlays += perp.shoes.blood_overlay
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perp.update_inv_shoes(1,1)
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perp.shoes.blood_DNA |= blood_DNA.Copy()
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else
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perp.track_blood_green = max(amount,perp.track_blood_green) //Or feet
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if(!perp.feet_blood_DNA)
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perp.feet_blood_DNA = list()
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perp.feet_blood_DNA |= blood_DNA.Copy()
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amount--
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/obj/effect/decal/cleanable/blood/drip/green
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name = "drips of blood"
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desc = "It's green."
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gender = PLURAL
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icon = 'icons/effects/drip.dmi'
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icon_state = "g1"
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amount = 0
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// The idea is to have 4 bits for coming and 4 for going.
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#define TRACKS_COMING_NORTH 1
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#define TRACKS_COMING_SOUTH 2
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#define TRACKS_COMING_EAST 4
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#define TRACKS_COMING_WEST 8
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#define TRACKS_GOING_NORTH 16
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#define TRACKS_GOING_SOUTH 32
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#define TRACKS_GOING_EAST 64
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#define TRACKS_GOING_WEST 128
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// 5 seconds
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#define TRACKS_CRUSTIFY_TIME 50
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon='icons/effects/footprints.dmi'
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var/coming_state="blood1"
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var/going_state="blood2"
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var/newtracks=0 // Cleared after every icon_update
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var/crustytracks=0 // Cleared after every icon_update
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// dir = last wetting
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var/list/wet=list(
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"1"=0,
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"2"=0,
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"4"=0,
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"8"=0,
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"16"=0,
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"32"=0,
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"64"=0,
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"128"=0
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)
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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*/
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proc/AddTracks(var/mob/living/carbon/human/H, var/list/DNA, var/comingdir, var/goingdir,var/typepath)
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if(typepath == /obj/effect/decal/cleanable/blood/tracks/footprints)
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if(H.species.bodyflags & FEET_CLAWS)
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coming_state="bloodclaw1"
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going_state="bloodclaw2"
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if(H.species.bodyflags & FEET_PADDED)
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coming_state="bloodpaw1"
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going_state="bloodpaw2"
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if(typepath == /obj/effect/decal/cleanable/blood/tracks/footprints/green)
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if(H.species.bodyflags & FEET_CLAWS)
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coming_state="xenoclaw1"
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going_state="xenoclaw2"
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if(H.species.bodyflags & FEET_PADDED)
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coming_state="xenopaw1"
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going_state="xenopaw2"
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else
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coming_state="xeno1"
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going_state="xeno2"
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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if(comingdir&b && wet["[b]"]!=t)
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if(!(dirs&b))
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newtracks|=b
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wet["[b]"]=t
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updated=1
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else
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if(wet["[b]"]<world.time && !(crustytracks&b))
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b && wet["[b]"]!=t)
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if(!(dirs&b))
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newtracks|=b
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wet["[b]"]=t
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updated=1
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else
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if(wet["[b]"]<world.time && !(crustytracks&b))
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updated=1
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dirs |= comingdir|realgoing
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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process()
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return PROCESS_KILL // Do not process us or we'll lag like hell.
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update_icon()
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// Clear everything.
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//overlays.Cut()
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var/b=0
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var/t=world.time
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var/crusty=0
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// Clear out any images that have been wetted or have crustified.
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for(var/image/overlay in overlays)
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b=overlay.dir
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if(overlay.icon_state==going_state)
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b=b<<4
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if(wet["[b]"]<t && !(crustytracks&b)) // NEW crusty ones get special treatment
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crusty|=b
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if(wet["[b]"]>t || crusty&b) // Wet or crusty? Nuke'em either way.
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overlays.Remove(overlay)
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newtracks |= b // Mark as needing an update.
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// Update ONLY the overlays that have changed.
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for(var/bi=0;bi<4;bi++)
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// COMING
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b=1<<bi
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// New or crusty
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if(newtracks&b)
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var/icon/I= new /icon(icon, icon_state=coming_state, dir=num2dir(b))
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// If crusty, make them look crusty.
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if(crusty&b)
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I.SetIntensity(0.7)
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crustytracks |= b // Crusty? Don't update unless wetted again.
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else
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crustytracks &= ~b // Unmark as crusty.
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// Add to overlays
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overlays += I
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// GOING
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b=b<<4
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if(newtracks&b)
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var/icon/I= new /icon(icon, icon_state=going_state, dir=num2dir(b>>4))
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if(crusty&b)
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I.SetIntensity(0.7)
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crustytracks |= b // Crusty? Don't update unless wetted again.
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else
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crustytracks &= ~b // Unmark as crusty.
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overlays += I
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newtracks=0 // Clear our memory of updated tracks.
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "bloody footprints"
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desc = "Whoops..."
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/obj/effect/decal/cleanable/blood/tracks/footprints/green
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name = "bloody green footprints"
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desc = "Whoops..."
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/obj/effect/decal/cleanable/blood/tracks/wheels
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icon_state = "tracks"
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desc = "They look like tracks left by wheels."
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icon = 'icons/effects/blood.dmi'
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gender = PLURAL
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random_icon_states = null
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amount = 0
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's red."
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gender = PLURAL
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icon = 'icons/effects/drip.dmi'
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icon_state = "1"
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amount = 0
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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var/datum/disease/ND = D.Copy(1)
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b.viruses += ND
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ND.holder = b
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/mucus
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name = "mucus"
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desc = "Disgusting mucus."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "mucus"
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random_icon_states = list("mucus")
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var/list/datum/disease2/disease/virus2 = list()
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var/dry=0 // Keeps the lag down
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/obj/effect/decal/cleanable/mucus/New()
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spawn(DRYING_TIME * 2)
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dry=1
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