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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
457 lines
16 KiB
Plaintext
457 lines
16 KiB
Plaintext
/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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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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blood_state = BLOOD_STATE_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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beauty = -100
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clean_type = CLEAN_TYPE_BLOOD
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var/should_dry = TRUE
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var/dryname = "dried blood" //when the blood lasts long enough, it becomes dry and gets a new name
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var/drydesc = "Looks like it's been here a while. Eew." //as above
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var/drytime = 0
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var/footprint_sprite = null
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/obj/effect/decal/cleanable/blood/Initialize(mapload)
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. = ..()
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if(!should_dry)
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return
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if(bloodiness)
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start_drying()
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else
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dry()
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/obj/effect/decal/cleanable/blood/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/effect/decal/cleanable/blood/process()
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if(world.time > drytime)
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dry()
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/obj/effect/decal/cleanable/blood/proc/get_timer()
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drytime = world.time + 3 MINUTES
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/obj/effect/decal/cleanable/blood/proc/start_drying()
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get_timer()
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START_PROCESSING(SSobj, src)
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///This is what actually "dries" the blood. Returns true if it's all out of blood to dry, and false otherwise
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/obj/effect/decal/cleanable/blood/proc/dry()
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if(bloodiness > 20)
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bloodiness -= BLOOD_AMOUNT_PER_DECAL
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get_timer()
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return FALSE
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else
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name = dryname
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desc = drydesc
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bloodiness = 0
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color = COLOR_GRAY //not all blood splatters have their own sprites... It still looks pretty nice
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STOP_PROCESSING(SSobj, src)
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return TRUE
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(GET_ATOM_BLOOD_DNA(src))
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if (bloodiness)
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C.bloodiness = min((C.bloodiness + bloodiness), BLOOD_AMOUNT_PER_DECAL)
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return ..()
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/obj/effect/decal/cleanable/blood/old
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bloodiness = 0
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icon_state = "floor1-old"
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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add_blood_DNA(list("Non-human DNA" = random_blood_type())) // Needs to happen before ..()
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return ..()
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/obj/effect/decal/cleanable/blood/splatter
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icon_state = "gibbl1"
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/effect/decal/cleanable/blood/splatter/over_window // special layer/plane set to appear on windows
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layer = ABOVE_WINDOW_LAYER
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plane = GAME_PLANE
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vis_flags = VIS_INHERIT_PLANE
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alpha = 180
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/obj/effect/decal/cleanable/blood/splatter/over_window/NeverShouldHaveComeHere(turf/here_turf)
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return isgroundlessturf(here_turf)
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/obj/effect/decal/cleanable/blood/tracks
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icon_state = "tracks"
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desc = "They look like tracks left by wheels."
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random_icon_states = null
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beauty = -50
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dryname = "dried tracks"
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drydesc = "Some old bloody tracks left by wheels. Machines are evil, perhaps."
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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name = "blood"
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icon = 'icons/effects/blood.dmi'
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desc = "Your instincts say you shouldn't be following these."
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beauty = -50
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var/list/existing_dirs = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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// normal version of the above trail holder object for use in less convoluted things
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/obj/effect/decal/cleanable/blood/trails
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desc = "Looks like a corpse was smeared all over the floor like ketchup. Kinda makes you hungry."
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random_icon_states = list("trails_1", "trails_2")
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icon_state = "trails_1"
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beauty = -50
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dryname = "dried tracks"
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drydesc = "Looks like a corpse was smeared all over the floor like ketchup, but it's all dried up and nasty now, ew. You lose some of your appetite."
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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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icon = 'icons/effects/blood.dmi'
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icon_state = "gib1"
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layer = LOW_OBJ_LAYER
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plane = GAME_PLANE
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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dryname = "rotting gibs"
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drydesc = "They look bloody and gruesome while some terrible smell fills the air."
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decal_reagent = /datum/reagent/consumable/liquidgibs
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reagent_amount = 5
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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AddElement(/datum/element/squish_sound)
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RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, PROC_REF(on_pipe_eject))
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/obj/effect/decal/cleanable/blood/gibs/Destroy()
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return ..()
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/obj/effect/decal/cleanable/blood/gibs/replace_decal(obj/effect/decal/cleanable/C)
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return FALSE //Never fail to place us
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/obj/effect/decal/cleanable/blood/gibs/dry()
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. = ..()
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if(!.)
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return
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//AddComponent(/datum/component/rot, 0, 5 MINUTES, 0.7) skyrat edit
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/proc/on_pipe_eject(atom/source, direction)
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SIGNAL_HANDLER
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var/list/dirs
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if(direction)
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dirs = list(direction, turn(direction, -45), turn(direction, 45))
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else
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dirs = GLOB.alldirs.Copy()
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streak(dirs)
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions, mapload=FALSE)
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions)
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var/direction = pick(directions)
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var/delay = 2
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var/range = pick(0, 200; 1, 150; 2, 50; 3, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
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if(!step_to(src, get_step(src, direction), 0))
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return
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if(mapload)
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for (var/i in 1 to range)
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var/turf/my_turf = get_turf(src)
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if(!isgroundlessturf(my_turf) || GET_TURF_BELOW(my_turf))
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new /obj/effect/decal/cleanable/blood/splatter(my_turf)
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if (!step_to(src, get_step(src, direction), 0))
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break
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return
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var/datum/move_loop/loop = GLOB.move_manager.move_to(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(spread_movement_effects))
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/obj/effect/decal/cleanable/blood/gibs/proc/spread_movement_effects(datum/move_loop/has_target/source)
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SIGNAL_HANDLER
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if(NeverShouldHaveComeHere(loc))
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return
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new /obj/effect/decal/cleanable/blood/splatter(loc)
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/obj/effect/decal/cleanable/blood/gibs/up
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icon_state = "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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icon_state = "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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icon_state = "gibtorso"
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/torso
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icon_state = "gibtorso"
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/gibs/limb
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icon_state = "gibleg"
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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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icon_state = "gibmid1"
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/old
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name = "old rotting gibs"
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desc = "Space Jesus, why didn't anyone clean this up? They smell terrible."
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icon_state = "gib1-old"
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bloodiness = 0
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should_dry = FALSE
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dryname = "old rotting gibs"
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drydesc = "Space Jesus, why didn't anyone clean this up? They smell terrible."
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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setDir(pick(1,2,4,8))
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add_blood_DNA(list("Non-human DNA" = random_blood_type()))
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
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dry()
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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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icon_state = "drip5" //using drip5 since the others tend to blend in with pipes & wires.
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random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
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bloodiness = 0
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var/drips = 1
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dryname = "drips of blood"
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drydesc = "It's red."
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return TRUE
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints
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name = "footprints"
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desc = "WHOSE FOOTPRINTS ARE THESE?"
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icon = 'icons/effects/footprints.dmi'
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icon_state = "blood_shoes_enter"
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random_icon_states = null
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blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
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var/entered_dirs = 0
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var/exited_dirs = 0
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/// List of shoe or other clothing that covers feet types that have made footprints here.
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var/list/shoe_types = list()
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/// List of species that have made footprints here.
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var/list/species_types = list()
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dryname = "dried footprints"
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drydesc = "HMM... SOMEONE WAS HERE!"
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/obj/effect/decal/cleanable/blood/footprints/Initialize(mapload, footprint_sprite)
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src.footprint_sprite = footprint_sprite
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. = ..()
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icon_state = "" //All of the footprint visuals come from overlays
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if(mapload)
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entered_dirs |= dir //Keep the same appearance as in the map editor
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update_appearance(mapload ? (ALL) : (UPDATE_NAME | UPDATE_DESC))
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//Rotate all of the footprint directions too
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/obj/effect/decal/cleanable/blood/footprints/setDir(newdir)
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if(dir == newdir)
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return ..()
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var/ang_change = dir2angle(newdir) - dir2angle(dir)
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var/old_entered_dirs = entered_dirs
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var/old_exited_dirs = exited_dirs
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entered_dirs = 0
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exited_dirs = 0
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for(var/Ddir in GLOB.cardinals)
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if(old_entered_dirs & Ddir)
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entered_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
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if(old_exited_dirs & Ddir)
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exited_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
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update_appearance()
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return ..()
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/obj/effect/decal/cleanable/blood/footprints/update_name(updates)
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switch(footprint_sprite)
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if(FOOTPRINT_SPRITE_CLAWS)
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name = "clawprints"
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if(FOOTPRINT_SPRITE_SHOES)
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name = "footprints"
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if(FOOTPRINT_SPRITE_PAWS)
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name = "pawprints"
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dryname = "dried [name]"
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return ..()
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/obj/effect/decal/cleanable/blood/footprints/update_desc(updates)
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desc = "WHOSE [uppertext(name)] ARE THESE?"
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return ..()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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. = ..()
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alpha = max(BLOODY_FOOTPRINT_BASE_ALPHA, min(255 * (bloodiness / 15), 255))
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//Cache of bloody footprint images
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//Key:
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//"entered-[blood_state]-[dir_of_image]"
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//or: "exited-[blood_state]-[dir_of_image]"
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GLOBAL_LIST_EMPTY(bloody_footprints_cache)
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/obj/effect/decal/cleanable/blood/footprints/update_overlays()
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. = ..()
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for(var/Ddir in GLOB.cardinals)
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if(entered_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[footprint_sprite]-[blood_state]-[Ddir]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["entered-[footprint_sprite]-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]_[footprint_sprite]_enter", dir = Ddir)
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. += bloodstep_overlay
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if(exited_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[footprint_sprite]-[blood_state]-[Ddir]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["exited-[footprint_sprite]-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]_[footprint_sprite]_exit", dir = Ddir)
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. += bloodstep_overlay
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/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
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. = ..()
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if((shoe_types.len + species_types.len) > 0)
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. += "You recognise the [name] as belonging to:"
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for(var/sole in shoe_types)
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var/obj/item/clothing/item = sole
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var/article = initial(item.gender) == PLURAL ? "Some" : "A"
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. += "[icon2html(initial(item.icon), user, initial(item.icon_state))] [article] <B>[initial(item.name)]</B>."
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for(var/species in species_types)
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// god help me
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if(species == "unknown")
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. += "Some <B>feet</B>."
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else if(species == SPECIES_MONKEY)
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. += "[icon2html('icons/mob/human/human.dmi', user, "monkey")] Some <B>monkey paws</B>."
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else if(species == SPECIES_HUMAN)
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. += "[icon2html('icons/mob/human/bodyparts.dmi', user, "default_human_l_leg")] Some <B>human feet</B>."
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else
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. += "[icon2html('icons/mob/human/bodyparts.dmi', user, "[species]_l_leg")] Some <B>[species] feet</B>."
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/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/blood_decal)
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if(blood_state != blood_decal.blood_state || footprint_sprite != blood_decal.footprint_sprite) //We only replace footprints of the same type as us
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return FALSE
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return ..()
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/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return TRUE
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return FALSE
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/obj/effect/decal/cleanable/blood/hitsplatter
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name = "blood splatter"
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pass_flags = PASSTABLE | PASSGRILLE
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icon_state = "hitsplatter1"
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random_icon_states = list("hitsplatter1", "hitsplatter2", "hitsplatter3")
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/// The turf we just came from, so we can back up when we hit a wall
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var/turf/prev_loc
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/// The cached info about the blood
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var/list/blood_dna_info
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/// Skip making the final blood splatter when we're done, like if we're not in a turf
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var/skip = FALSE
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/// How many tiles/items/people we can paint red
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var/splatter_strength = 3
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/// Insurance so that we don't keep moving once we hit a stoppoint
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var/hit_endpoint = FALSE
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/obj/effect/decal/cleanable/blood/hitsplatter/Initialize(mapload, splatter_strength)
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. = ..()
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prev_loc = loc //Just so we are sure prev_loc exists
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if(splatter_strength)
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src.splatter_strength = splatter_strength
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/obj/effect/decal/cleanable/blood/hitsplatter/Destroy()
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if(isturf(loc) && !skip)
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playsound(src, 'sound/effects/wounds/splatter.ogg', 60, TRUE, -1)
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if(blood_dna_info)
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loc.add_blood_DNA(blood_dna_info)
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return ..()
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/// Set the splatter up to fly through the air until it rounds out of steam or hits something
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/obj/effect/decal/cleanable/blood/hitsplatter/proc/fly_towards(turf/target_turf, range)
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var/delay = 2
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var/datum/move_loop/loop = GLOB.move_manager.move_towards(src, target_turf, delay, timeout = delay * range, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
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RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(pre_move))
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_done))
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/obj/effect/decal/cleanable/blood/hitsplatter/proc/pre_move(datum/move_loop/source)
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SIGNAL_HANDLER
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prev_loc = loc
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/obj/effect/decal/cleanable/blood/hitsplatter/proc/post_move(datum/move_loop/source)
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SIGNAL_HANDLER
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for(var/atom/iter_atom in get_turf(src))
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if(hit_endpoint)
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return
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if(splatter_strength <= 0)
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break
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if(isitem(iter_atom))
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iter_atom.add_blood_DNA(blood_dna_info)
|
|
splatter_strength--
|
|
else if(ishuman(iter_atom))
|
|
var/mob/living/carbon/human/splashed_human = iter_atom
|
|
if(splashed_human.wear_suit)
|
|
splashed_human.wear_suit.add_blood_DNA(blood_dna_info)
|
|
splashed_human.update_worn_oversuit() //updates mob overlays to show the new blood (no refresh)
|
|
if(splashed_human.w_uniform)
|
|
splashed_human.w_uniform.add_blood_DNA(blood_dna_info)
|
|
splashed_human.update_worn_undersuit() //updates mob overlays to show the new blood (no refresh)
|
|
splatter_strength--
|
|
if(splatter_strength <= 0) // we used all the puff so we delete it.
|
|
qdel(src)
|
|
|
|
/obj/effect/decal/cleanable/blood/hitsplatter/proc/loop_done(datum/source)
|
|
SIGNAL_HANDLER
|
|
if(!QDELETED(src))
|
|
qdel(src)
|
|
|
|
/obj/effect/decal/cleanable/blood/hitsplatter/Bump(atom/bumped_atom)
|
|
if(!iswallturf(bumped_atom) && !istype(bumped_atom, /obj/structure/window))
|
|
qdel(src)
|
|
return
|
|
|
|
if(istype(bumped_atom, /obj/structure/window))
|
|
var/obj/structure/window/bumped_window = bumped_atom
|
|
if(!bumped_window.fulltile)
|
|
hit_endpoint = TRUE
|
|
qdel(src)
|
|
return
|
|
|
|
hit_endpoint = TRUE
|
|
if(isturf(prev_loc))
|
|
abstract_move(bumped_atom)
|
|
skip = TRUE
|
|
//Adjust pixel offset to make splatters appear on the wall
|
|
if(istype(bumped_atom, /obj/structure/window))
|
|
land_on_window(bumped_atom)
|
|
else
|
|
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new(prev_loc)
|
|
final_splatter.pixel_x = (dir == EAST ? 32 : (dir == WEST ? -32 : 0))
|
|
final_splatter.pixel_y = (dir == NORTH ? 32 : (dir == SOUTH ? -32 : 0))
|
|
else // This will only happen if prev_loc is not even a turf, which is highly unlikely.
|
|
abstract_move(bumped_atom)
|
|
qdel(src)
|
|
|
|
/// A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents
|
|
/obj/effect/decal/cleanable/blood/hitsplatter/proc/land_on_window(obj/structure/window/the_window)
|
|
if(!the_window.fulltile)
|
|
return
|
|
var/obj/effect/decal/cleanable/blood/splatter/over_window/final_splatter = new
|
|
final_splatter.forceMove(the_window)
|
|
the_window.vis_contents += final_splatter
|
|
the_window.bloodied = TRUE
|
|
qdel(src)
|