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Merge pull request #6436 from Cameron653/Boot_Fix
Fixed an issue with multiple boot/shoe overlays.
This commit is contained in:
@@ -53,7 +53,7 @@ var/global/list/image/splatter_cache=list()
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blood_DNA |= B.blood_DNA.Copy()
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qdel(B)
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drytime = world.time + DRYING_TIME * (amount+1)
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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/obj/effect/decal/cleanable/blood/process()
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if(world.time > drytime)
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@@ -93,7 +93,6 @@ var/global/list/image/splatter_cache=list()
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S.overlays += S.blood_overlay
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if(S.blood_overlay && S.blood_overlay.color != basecolor)
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S.blood_overlay.color = basecolor
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S.overlays.Cut()
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S.overlays += S.blood_overlay
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S.blood_DNA |= blood_DNA.Copy()
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perp.update_inv_shoes()
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@@ -581,10 +581,9 @@ var/list/global/slot_flags_enumeration = list(
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if( !blood_overlay )
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generate_blood_overlay()
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//apply the blood-splatter overlay if it isn't already in there
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if(!blood_DNA.len)
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blood_overlay.color = blood_color
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overlays += blood_overlay
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//Make the blood_overlay have the proper color then apply it.
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blood_overlay.color = blood_color
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overlays += blood_overlay
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//if this blood isn't already in the list, add it
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if(istype(M))
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@@ -593,6 +592,7 @@ var/list/global/slot_flags_enumeration = list(
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blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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return 1 //we applied blood to the item
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/obj/item/proc/generate_blood_overlay()
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if(blood_overlay)
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return
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