#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var) var/global/list/image/splatter_cache=list() /obj/effect/decal/cleanable/blood name = "blood" var/dryname = "dried blood" desc = "It's thick and gooey. Perhaps it's the chef's cooking?" var/drydesc = "It's dry and crusty. Someone is not doing their job." gender = PLURAL density = 0 anchored = 1 plane = BLOOD_PLANE icon = 'icons/effects/blood.dmi' icon_state = "mfloor1" random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7") var/base_icon = 'icons/effects/blood.dmi' blood_DNA = list() var/basecolor="#A10808" // Color when wet. var/synthblood = 0 var/list/datum/disease2/disease/virus2 = list() var/amount = 5 slime_food = TRUE generic_filth = TRUE persistent = FALSE /obj/effect/decal/cleanable/blood/reveal_blood() if(!fluorescent) fluorescent = 1 basecolor = COLOR_LUMINOL update_icon() /obj/effect/decal/cleanable/blood/clean_blood() fluorescent = 0 if(invisibility != 100) invisibility = 100 amount = 0 ..(ignore=1) /obj/effect/decal/cleanable/blood/Initialize() . = ..() update_icon() if(istype(src, /obj/effect/decal/cleanable/blood/gibs)) return if(src.type == /obj/effect/decal/cleanable/blood) if(src.loc && isturf(src.loc)) for(var/obj/effect/decal/cleanable/blood/B in src.loc) if(B != src) if (B.blood_DNA) blood_DNA |= B.blood_DNA.Copy() qdel(B) addtimer(CALLBACK(src, .proc/dry), DRYING_TIME * (amount+1)) /obj/effect/decal/cleanable/blood/update_icon() if(basecolor == "rainbow") basecolor = get_random_colour(1) color = basecolor if(basecolor == SYNTH_BLOOD_COLOUR) name = "oil" desc = "It's quite oily." else if(synthblood) name = "synthetic blood" desc = "It's quite greasy." else name = initial(name) desc = initial(desc) /obj/effect/decal/cleanable/blood/slime_chomp(mob/living/simple_mob/slime/xenobio/slime) slime.adjust_nutrition(max(0, amount - 1)) // Gain a bit of extra nutrition based on the amount return ..() /mob/living/carbon/human/walk_through_blood(var/obj/effect/decal/cleanable/blood/blood) var/obj/item/organ/external/l_foot = get_organ("l_foot") var/obj/item/organ/external/r_foot = get_organ("r_foot") var/hasfeet = 1 if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump())) hasfeet = 0 if(shoes && !buckled)//Adding blood to shoes var/obj/item/clothing/shoes/S = shoes if(istype(S)) S.blood_color = blood.basecolor S.track_blood = max(blood.amount, S.track_blood) if(!S.blood_overlay) S.generate_blood_overlay() if(!S.blood_DNA) S.blood_DNA = list() S.blood_overlay.color = blood.basecolor S.add_overlay(S.blood_overlay) if(S.blood_overlay && S.blood_overlay.color != blood.basecolor) S.blood_overlay.color = blood.basecolor S.add_overlay(S.blood_overlay) S.blood_DNA |= blood.blood_DNA.Copy() update_inv_shoes() else if (hasfeet)//Or feet ..() if(istype(buckled, /obj/structure/bed/chair/wheelchair)) var/obj/structure/bed/chair/wheelchair/W = buckled W.bloodiness = 4 /obj/effect/decal/cleanable/blood/Crossed(mob/living/perp) if(istype(perp) && amount >= 1 && !perp.is_incorporeal() && perp.walk_through_blood(src)) amount-- ..() /obj/effect/decal/cleanable/blood/proc/dry() name = dryname desc = drydesc color = adjust_brightness(color, -50) amount = 0 /obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user) ..() if (amount && istype(user)) add_fingerprint(user) if (user.gloves) return var/taken = rand(1,amount) amount -= taken to_chat(user, "You get some of \the [src] on your hands.") if (!user.blood_DNA) user.blood_DNA = list() user.blood_DNA |= blood_DNA.Copy() user.bloody_hands += taken user.hand_blood_color = basecolor user.update_inv_gloves(1) user.verbs += /mob/living/carbon/human/proc/bloody_doodle /obj/effect/decal/cleanable/blood/splatter random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5") amount = 2 /obj/effect/decal/cleanable/blood/drip name = "drips of blood" desc = "It's red." gender = PLURAL icon = 'icons/effects/drip.dmi' icon_state = "1" random_icon_states = list("1","2","3","4","5") amount = 0 var/list/drips = list() /obj/effect/decal/cleanable/blood/drip/Initialize() . = ..() drips |= icon_state /obj/effect/decal/cleanable/blood/writing icon_state = "tracks" desc = "It looks like a writing in blood." gender = NEUTER random_icon_states = list("writing1","writing2","writing3","writing4","writing5") amount = 0 var/message /obj/effect/decal/cleanable/blood/writing/Initialize() . = ..() if(random_icon_states.len) for(var/obj/effect/decal/cleanable/blood/writing/W in loc) random_icon_states.Remove(W.icon_state) icon_state = pick(random_icon_states) else icon_state = "writing1" /obj/effect/decal/cleanable/blood/writing/examine(mob/user, distance, infix, suffix) . = ..() . += "It reads: \"[message]\"" /obj/effect/decal/cleanable/blood/gibs name = "gibs" desc = "They look bloody and gruesome." gender = PLURAL density = 0 anchored = 1 icon = 'icons/effects/blood.dmi' icon_state = "gibbl5" random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6") var/fleshcolor = "#FFFFFF" /obj/effect/decal/cleanable/blood/gibs/update_icon() var/image/giblets = new(base_icon, "[icon_state]_flesh", dir) if(!fleshcolor || fleshcolor == "rainbow") fleshcolor = get_random_colour(1) giblets.color = fleshcolor var/icon/blood = new(base_icon,"[icon_state]",dir) if(basecolor == "rainbow") basecolor = get_random_colour(1) blood.Blend(basecolor,ICON_MULTIPLY) icon = blood cut_overlays() add_overlay(giblets) /obj/effect/decal/cleanable/blood/gibs/up random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6","gibup1","gibup1","gibup1") /obj/effect/decal/cleanable/blood/gibs/down random_icon_states = list("gib1", "gib2", "gib3", "gib5", "gib6","gibdown1","gibdown1","gibdown1") /obj/effect/decal/cleanable/blood/gibs/body random_icon_states = list("gibhead", "gibtorso") /obj/effect/decal/cleanable/blood/gibs/limb random_icon_states = list("gibleg", "gibarm") /obj/effect/decal/cleanable/blood/gibs/core random_icon_states = list("gibmid1", "gibmid2", "gibmid3") /obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions) spawn (0) var/direction = pick(directions) for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++) sleep(3) if (i > 0) var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc) b.basecolor = src.basecolor b.update_icon() if (step_to(src, get_step(src, direction), 0)) break /obj/effect/decal/cleanable/mucus name = "mucus" desc = "Disgusting mucus." gender = PLURAL density = 0 anchored = 1 icon = 'icons/effects/blood.dmi' icon_state = "mucus" random_icon_states = list("mucus") var/list/datum/disease2/disease/virus2 = list() var/dry = 0 // Keeps the lag down /obj/effect/decal/cleanable/mucus/Initialize() . = ..() VARSET_IN(src, dry, TRUE, DRYING_TIME * 2) //This version should be used for admin spawns and pre-mapped virus vectors (e.g. in PoIs), this version does not dry /obj/effect/decal/cleanable/mucus/mapped/Initialize() . = ..() virus2 |= new /datum/disease2/disease virus2[1].makerandom() /obj/effect/decal/cleanable/mucus/mapped/Destroy() virus2.Cut() return ..()