mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-20 19:44:46 +01:00
Converting existing objects over to /vg/station blood setup.
This commit is contained in:
@@ -1,30 +1,18 @@
|
||||
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood
|
||||
/obj/effect/decal/cleanable/blood/xeno
|
||||
name = "xeno blood"
|
||||
desc = "It's green and acidic. It looks like... <i>blood?</i>"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "xfloor1"
|
||||
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
|
||||
var/list/viruses = list()
|
||||
blood_DNA = list()
|
||||
|
||||
Del()
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
|
||||
/obj/effect/decal/cleanable/blood/xeno/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/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
|
||||
var/obj/effect/decal/cleanable/blood/xeno/b = new /obj/effect/decal/cleanable/blood/xeno/xsplatter(src.loc)
|
||||
for(var/datum/disease/D in src.viruses)
|
||||
var/datum/disease/ND = D.Copy(1)
|
||||
b.viruses += ND
|
||||
@@ -32,10 +20,10 @@
|
||||
if (step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xsplatter
|
||||
/obj/effect/decal/cleanable/blood/xeno/xsplatter
|
||||
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs
|
||||
name = "xeno gibs"
|
||||
desc = "Gnarly..."
|
||||
gender = PLURAL
|
||||
@@ -43,19 +31,19 @@
|
||||
icon_state = "xgib1"
|
||||
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/up
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs/up
|
||||
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/down
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs/down
|
||||
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/body
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs/body
|
||||
random_icon_states = list("xgibhead", "xgibtorso")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs/limb
|
||||
random_icon_states = list("xgibleg", "xgibarm")
|
||||
|
||||
/obj/effect/decal/cleanable/xenoblood/xgibs/core
|
||||
/obj/effect/decal/cleanable/blood/xeno/xgibs/core
|
||||
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/xtracks
|
||||
|
||||
@@ -1,147 +1,143 @@
|
||||
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
|
||||
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
|
||||
|
||||
/obj/effect/decal/cleanable/blood
|
||||
name = "blood"
|
||||
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "floor1"
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
var/list/viruses = list()
|
||||
blood_DNA = list()
|
||||
var/list/datum/disease2/disease/virus2 = list()
|
||||
var/amount = 5
|
||||
name = "blood"
|
||||
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "floor1"
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
var/list/viruses = list()
|
||||
blood_DNA = list()
|
||||
var/basecolor="#A10808" // Color when wet.
|
||||
var/list/datum/disease2/disease/virus2 = list()
|
||||
var/amount = 5
|
||||
|
||||
/obj/effect/decal/cleanable/blood/Del()
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
..()
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/New()
|
||||
..()
|
||||
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()
|
||||
del(B)
|
||||
spawn(DRYING_TIME * (amount+1))
|
||||
dry()
|
||||
..()
|
||||
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
|
||||
return
|
||||
if(istype(src, /obj/effect/decal/cleanable/blood/tracks))
|
||||
return // We handle our own drying.
|
||||
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()
|
||||
del(B)
|
||||
spawn(DRYING_TIME * (amount+1))
|
||||
dry()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp)
|
||||
if (!istype(perp))
|
||||
return
|
||||
if(amount < 1)
|
||||
return
|
||||
if (!istype(perp))
|
||||
return
|
||||
if(amount < 1)
|
||||
return
|
||||
|
||||
if(perp.shoes)
|
||||
perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
|
||||
if(!perp.shoes.blood_overlay)
|
||||
perp.shoes.generate_blood_overlay()
|
||||
if(!perp.shoes.blood_DNA)
|
||||
perp.shoes.blood_DNA = list()
|
||||
perp.shoes.overlays += perp.shoes.blood_overlay
|
||||
perp.update_inv_shoes(1)
|
||||
perp.shoes.blood_DNA |= blood_DNA.Copy()
|
||||
else
|
||||
perp.track_blood = max(amount,perp.track_blood) //Or feet
|
||||
if(!perp.feet_blood_DNA)
|
||||
perp.feet_blood_DNA = list()
|
||||
perp.feet_blood_DNA |= blood_DNA.Copy()
|
||||
if(perp.shoes)
|
||||
perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
|
||||
if(!perp.shoes.blood_overlay)
|
||||
perp.shoes.generate_blood_overlay()
|
||||
if(!perp.shoes.blood_DNA)
|
||||
perp.shoes.blood_DNA = list()
|
||||
perp.shoes.overlays += perp.shoes.blood_overlay
|
||||
perp.update_inv_shoes(1)
|
||||
perp.shoes.blood_DNA |= blood_DNA.Copy()
|
||||
perp.shoes.blood_color=basecolor
|
||||
else
|
||||
perp.track_blood = max(amount,perp.track_blood) //Or feet
|
||||
if(!perp.feet_blood_DNA)
|
||||
perp.feet_blood_DNA = list()
|
||||
perp.feet_blood_DNA |= blood_DNA.Copy()
|
||||
perp.feet_blood_color=basecolor
|
||||
|
||||
amount--
|
||||
amount--
|
||||
|
||||
/obj/effect/decal/cleanable/blood/proc/dry()
|
||||
name = "dried [src]"
|
||||
desc = "It's dark red and crusty. Someone is not doing their job."
|
||||
var/icon/I = icon(icon,icon_state)
|
||||
I.SetIntensity(0.7)
|
||||
icon = I
|
||||
amount = 0
|
||||
name = "dried [src]"
|
||||
desc = "It's dark red and crusty. Someone is not doing their job."
|
||||
var/icon/I = icon(icon,icon_state)
|
||||
I.SetIntensity(0.7)
|
||||
icon = I
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/splatter
|
||||
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
||||
amount = 2
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints
|
||||
name = "bloody footprints"
|
||||
desc = "Whoops..."
|
||||
icon='icons/effects/footprints.dmi'
|
||||
icon_state = "blood1"
|
||||
amount = 0
|
||||
random_icon_states = null
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks
|
||||
icon_state = "tracks"
|
||||
desc = "They look like tracks left by wheels."
|
||||
gender = PLURAL
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
||||
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"
|
||||
amount = 0
|
||||
name = "drips of blood"
|
||||
desc = "It's red."
|
||||
gender = PLURAL
|
||||
icon = 'icons/effects/drip.dmi'
|
||||
icon_state = "1"
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs
|
||||
name = "gibs"
|
||||
desc = "They look bloody and gruesome."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "gibbl5"
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
|
||||
name = "gibs"
|
||||
desc = "They look bloody and gruesome."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "gibbl5"
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/body
|
||||
random_icon_states = list("gibhead", "gibtorso")
|
||||
random_icon_states = list("gibhead", "gibtorso")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/limb
|
||||
random_icon_states = list("gibleg", "gibarm")
|
||||
random_icon_states = list("gibleg", "gibarm")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/core
|
||||
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
|
||||
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)
|
||||
for(var/datum/disease/D in src.viruses)
|
||||
var/datum/disease/ND = D.Copy(1)
|
||||
b.viruses += ND
|
||||
ND.holder = b
|
||||
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)
|
||||
for(var/datum/disease/D in src.viruses)
|
||||
var/datum/disease/ND = D.Copy(1)
|
||||
b.viruses += ND
|
||||
ND.holder = b
|
||||
|
||||
if (step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
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
|
||||
layer = 2
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "mucus"
|
||||
random_icon_states = list("mucus")
|
||||
var/list/datum/disease2/disease/virus2 = list()
|
||||
name = "mucus"
|
||||
desc = "Disgusting mucus."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
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/New()
|
||||
spawn(DRYING_TIME * 2)
|
||||
dry=1
|
||||
@@ -1,17 +1,14 @@
|
||||
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris
|
||||
/obj/effect/decal/cleanable/blood/robot
|
||||
name = "robot debris"
|
||||
desc = "It's a useless heap of junk... <i>or is it?</i>"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "gib1"
|
||||
basecolor="#2B2B2B"
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
|
||||
/obj/effect/decal/cleanable/blood/robot/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++)
|
||||
@@ -19,7 +16,7 @@
|
||||
if (i > 0)
|
||||
if (prob(40))
|
||||
/*var/obj/effect/decal/cleanable/oil/o =*/
|
||||
new /obj/effect/decal/cleanable/oil/streak(src.loc)
|
||||
new /obj/effect/decal/cleanable/blood/oil/streak(src.loc)
|
||||
else if (prob(10))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
@@ -27,31 +24,22 @@
|
||||
if (step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/limb
|
||||
/obj/effect/decal/cleanable/blood/robot/limb
|
||||
random_icon_states = list("gibarm", "gibleg")
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/up
|
||||
/obj/effect/decal/cleanable/blood/robot/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/down
|
||||
/obj/effect/decal/cleanable/blood/robot/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
|
||||
|
||||
/obj/effect/decal/cleanable/oil
|
||||
/obj/effect/decal/cleanable/blood/oil
|
||||
name = "motor oil"
|
||||
desc = "It's black and greasy. Looks like Beepsky made another mess."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
basecolor="#2B2B2B"
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "floor1"
|
||||
var/viruses = list()
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
|
||||
Del()
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/oil/streak
|
||||
/obj/effect/decal/cleanable/blood/oil/streak
|
||||
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
|
||||
@@ -0,0 +1,194 @@
|
||||
// Stolen en masse from N3X15 of /vg/station with much gratitude.
|
||||
|
||||
// The idea is to have 4 bits for coming and 4 for going.
|
||||
#define TRACKS_COMING_NORTH 1
|
||||
#define TRACKS_COMING_SOUTH 2
|
||||
#define TRACKS_COMING_EAST 4
|
||||
#define TRACKS_COMING_WEST 8
|
||||
#define TRACKS_GOING_NORTH 16
|
||||
#define TRACKS_GOING_SOUTH 32
|
||||
#define TRACKS_GOING_EAST 64
|
||||
#define TRACKS_GOING_WEST 128
|
||||
|
||||
// 5 seconds
|
||||
#define TRACKS_CRUSTIFY_TIME 50
|
||||
|
||||
// color-dir-dry
|
||||
var/global/list/image/fluidtrack_cache=list()
|
||||
|
||||
/datum/fluidtrack
|
||||
var/direction=0
|
||||
var/basecolor="#A10808"
|
||||
var/wet=0
|
||||
var/fresh=1
|
||||
var/crusty=0
|
||||
var/image/overlay
|
||||
|
||||
New(_direction,_color,_wet)
|
||||
src.direction=_direction
|
||||
src.basecolor=_color
|
||||
src.wet=_wet
|
||||
|
||||
// Footprints, tire trails...
|
||||
/obj/effect/decal/cleanable/blood/tracks
|
||||
amount = 0
|
||||
random_icon_states = null
|
||||
var/dirs=0
|
||||
icon = 'icons/effects/fluidtracks.dmi'
|
||||
var/coming_state="blood1"
|
||||
var/going_state="blood2"
|
||||
var/updatedtracks=0
|
||||
|
||||
// dir = id in stack
|
||||
var/list/setdirs=list(
|
||||
"1"=0,
|
||||
"2"=0,
|
||||
"4"=0,
|
||||
"8"=0,
|
||||
"16"=0,
|
||||
"32"=0,
|
||||
"64"=0,
|
||||
"128"=0
|
||||
)
|
||||
|
||||
// List of laid tracks and their colors.
|
||||
var/list/datum/fluidtrack/stack=list()
|
||||
|
||||
/**
|
||||
* Add tracks to an existing trail.
|
||||
*
|
||||
* @param DNA bloodDNA to add to collection.
|
||||
* @param comingdir Direction tracks come from, or 0.
|
||||
* @param goingdir Direction tracks are going to (or 0).
|
||||
* @param bloodcolor Color of the blood when wet.
|
||||
*/
|
||||
proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
|
||||
var/updated=0
|
||||
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
|
||||
var/realgoing=goingdir<<4
|
||||
|
||||
// Current bit
|
||||
var/b=0
|
||||
|
||||
// When tracks will start to dry out
|
||||
var/t=world.time + TRACKS_CRUSTIFY_TIME
|
||||
|
||||
var/datum/fluidtrack/track
|
||||
|
||||
// Process 4 bits
|
||||
for(var/bi=0;bi<4;bi++)
|
||||
b=1<<bi
|
||||
// COMING BIT
|
||||
// If setting
|
||||
if(comingdir&b)
|
||||
// If not wet or not set
|
||||
if(dirs&b)
|
||||
var/sid=setdirs["[b]"]
|
||||
track=stack[sid]
|
||||
if(track.wet==t && track.basecolor==bloodcolor)
|
||||
continue
|
||||
// Remove existing stack entry
|
||||
stack.Remove(track)
|
||||
track=new /datum/fluidtrack(b,bloodcolor,t)
|
||||
stack.Add(track)
|
||||
setdirs["[b]"]=stack.Find(track)
|
||||
updatedtracks |= b
|
||||
updated=1
|
||||
|
||||
// GOING BIT (shift up 4)
|
||||
b=b<<4
|
||||
if(realgoing&b)
|
||||
// If not wet or not set
|
||||
if(dirs&b)
|
||||
var/sid=setdirs["[b]"]
|
||||
track=stack[sid]
|
||||
if(track.wet==t && track.basecolor==bloodcolor)
|
||||
continue
|
||||
// Remove existing stack entry
|
||||
stack.Remove(track)
|
||||
track=new /datum/fluidtrack(b,bloodcolor,t)
|
||||
stack.Add(track)
|
||||
setdirs["[b]"]=stack.Find(track)
|
||||
updatedtracks |= b
|
||||
updated=1
|
||||
|
||||
dirs |= comingdir|realgoing
|
||||
blood_DNA |= DNA.Copy()
|
||||
if(updated)
|
||||
update_icon()
|
||||
|
||||
process()
|
||||
return PROCESS_KILL
|
||||
|
||||
update_icon()
|
||||
// Clear everything.
|
||||
// Comment after the FIXME below is fixed.
|
||||
overlays.Cut()
|
||||
|
||||
var/truedir=0
|
||||
//var/t=world.time
|
||||
|
||||
/* FIXME: This shit doesn't work for some reason.
|
||||
The Remove line doesn't remove the overlay given, so this is defunct.
|
||||
var/b=0
|
||||
for(var/image/overlay in overlays)
|
||||
b=overlay.dir
|
||||
if(overlay.icon_state==going_state)
|
||||
b=b<<4
|
||||
if(updatedtracks&b)
|
||||
overlays.Remove(overlay)
|
||||
//del(overlay)
|
||||
*/
|
||||
// Update ONLY the overlays that have changed.
|
||||
for(var/datum/fluidtrack/track in stack)
|
||||
// TODO: Uncomment when the block above is fixed.
|
||||
//if(!(updatedtracks&track.direction) && !track.fresh)
|
||||
// continue
|
||||
var/stack_idx=setdirs["[track.direction]"]
|
||||
var/state=coming_state
|
||||
truedir=track.direction
|
||||
if(truedir&240) // Check if we're in the GOING block
|
||||
state=going_state
|
||||
truedir=truedir>>4
|
||||
|
||||
if(track.overlay)
|
||||
track.overlay=null
|
||||
|
||||
//var/cache_key="[track.basecolor]|[state]|[track.direction]|[track.wet<t?"1":"0"]"
|
||||
var/cache_key="[track.basecolor]|[state]|[track.direction]"
|
||||
var/icon/I=null
|
||||
if(cache_key in fluidtrack_cache)
|
||||
I = fluidtrack_cache[cache_key]
|
||||
else
|
||||
I = new /icon(icon, icon_state=state, dir=num2dir(truedir))
|
||||
I.SwapColor("#000000",track.basecolor);
|
||||
// This track is crusty.
|
||||
//if(track.wet<t)
|
||||
// I.SetIntensity(0.7)
|
||||
fluidtrack_cache[cache_key]=I
|
||||
|
||||
//if(track.wet<t)
|
||||
// track.crusty=1
|
||||
|
||||
track.fresh=0
|
||||
track.overlay=I
|
||||
stack[stack_idx]=track
|
||||
overlays += I
|
||||
updatedtracks=0 // Clear our memory of updated tracks.
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/footprints
|
||||
name = "wet footprints"
|
||||
desc = "Whoops..."
|
||||
coming_state = "human1"
|
||||
going_state = "human2"
|
||||
amount = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks/wheels
|
||||
name = "wet tracks"
|
||||
desc = "Whoops..."
|
||||
coming_state = "wheels"
|
||||
going_state = ""
|
||||
desc = "They look like tracks left by wheels."
|
||||
gender = PLURAL
|
||||
random_icon_states = null
|
||||
amount = 0
|
||||
Reference in New Issue
Block a user