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* 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
57 lines
2.1 KiB
Plaintext
57 lines
2.1 KiB
Plaintext
/obj/item/weapon/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "soap"
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w_class = WEIGHT_CLASS_TINY
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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discrete = 1
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var/cleanspeed = 50 //slower than mop
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/obj/item/weapon/soap/nanotrasen
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desc = "A Nanotrasen brand bar of soap. Smells of plasma."
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icon_state = "soapnt"
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/obj/item/weapon/soap/homemade
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desc = "A homemade bar of soap. Smells of... well...."
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icon_state = "soapgibs"
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cleanspeed = 45 // a little faster to reward chemists for going to the effort
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/obj/item/weapon/soap/ducttape
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desc = "A homemade bar of soap. It seems to be gibs and tape..Will this clean anything?"
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icon_state = "soapgibs"
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/obj/item/weapon/soap/ducttape/afterattack(atom/target, mob/user as mob, proximity)
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if(!proximity) return
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if(user.client && (target in user.client.screen))
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to_chat(user, "<span class='notice'>You need to take that [target.name] off before 'cleaning' it.</span>")
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else
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user.visible_message("<span class='warning'>[user] begins to smear [src] on \the [target.name].</span>")
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if(do_after(user, src.cleanspeed, target = target))
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to_chat(user, "<span class='notice'>You 'clean' \the [target.name].</span>")
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if(istype(target, /turf/simulated))
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new /obj/effect/decal/cleanable/blood/gibs/cleangibs(target)
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else if(istype(target,/mob/living/carbon))
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for(var/obj/item/carried_item in target.contents)
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if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
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carried_item.add_mob_blood(target)//Oh yes, there will be blood...
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var/mob/living/carbon/human/H = target
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H.bloody_hands(target,0)
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H.bloody_body(target)
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return
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/obj/item/weapon/soap/deluxe
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
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icon_state = "soapdeluxe"
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cleanspeed = 40 //slightly better because deluxe -- captain gets one of these
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/obj/item/weapon/soap/syndie
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desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
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icon_state = "soapsyndie"
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cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
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