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https://github.com/PolarisSS13/Polaris.git
synced 2026-01-05 23:12:26 +00:00
Merged binary files, adapted chinsky's blood painting procs to function with arbitrary colours.
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@@ -3,43 +3,45 @@
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var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's thick 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_state = "floor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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var/list/viruses = list()
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blood_DNA = list()
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var/basecolor="#A10808" // Color when wet.
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var/list/datum/disease2/disease/virus2 = list()
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var/amount = 5
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name = "blood"
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desc = "It's thick 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_state = "floor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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var/list/viruses = list()
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blood_DNA = list()
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var/basecolor="#A10808" // Color when wet.
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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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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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..()
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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/update_icon()
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if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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var/cache_key="[basecolor]|[icon_state]"
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var/icon/I=null
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if(cache_key in splatter_cache)
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@@ -91,11 +93,12 @@ var/global/list/image/splatter_cache=list()
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return
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var/taken = rand(1,amount)
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amount -= taken
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user << "<span class='notice'>You get some blood on your hands.</span>"
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user << "<span class='notice'>You get some of \the [src] on your hands.</span>"
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if (!user.blood_DNA)
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user.blood_DNA = list()
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user.blood_DNA |= blood_DNA.Copy()
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user.bloody_hands += taken
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user.hand_blood_color = basecolor
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user.update_inv_gloves(1)
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user.verbs += /mob/living/carbon/human/proc/bloody_doodle
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@@ -127,33 +130,33 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/writing/examine()
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..()
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usr << "It reads: <font color='#600000'>\"[message]\"<font>"
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usr << "It reads: <font color='basecolor'>\"[message]\"<font>"
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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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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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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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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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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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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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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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@@ -174,18 +177,19 @@ var/global/list/image/splatter_cache=list()
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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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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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spawn(DRYING_TIME * 2)
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dry=1
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@@ -1326,5 +1326,7 @@ mob/living/carbon/human/yank_out_object()
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src << "<span class='warning'>You ran out of blood to write with!</span>"
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var/obj/effect/decal/cleanable/blood/writing/W = new(T)
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W.basecolor = (hand_blood_color) ? hand_blood_color : "#A10808"
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W.update_icon()
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W.message = message
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W.add_fingerprint(src)
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W.add_fingerprint(src)
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@@ -56,3 +56,4 @@
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var/xylophone = 0 //For the spoooooooky xylophone cooldown
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var/mob/remoteview_target = null
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var/hand_blood_color
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@@ -130,6 +130,7 @@
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punch_damage = 5
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primitive = /mob/living/carbon/monkey/diona
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blood_color = "rainbow"
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warning_low_pressure = 50
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hazard_low_pressure = -1
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Binary file not shown.
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Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 71 KiB |
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