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WIP fix of this PR
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@@ -72,88 +72,6 @@ var/global/list/image/fluidtrack_cache=list()
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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<<<<<<< HEAD
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proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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// When tracks will start to dry out
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var/t=world.time + TRACKS_CRUSTIFY_TIME
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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dirs |= comingdir|realgoing
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if(islist(blood_DNA))
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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update_icon()
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cut_overlays()
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color = "#FFFFFF"
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var/truedir=0
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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if(track.overlay)
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track.overlay=null
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var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
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I.color = track.basecolor
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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add_overlay(I)
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updatedtracks=0 // Clear our memory of updated tracks.
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=======
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/obj/effect/decal/cleanable/blood/tracks/proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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@@ -211,7 +129,7 @@ var/global/list/image/fluidtrack_cache=list()
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update_icon()
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/obj/effect/decal/cleanable/blood/tracks/update_icon()
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overlays.Cut()
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cut_overlays()
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color = "#FFFFFF"
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var/truedir=0
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@@ -232,9 +150,8 @@ var/global/list/image/fluidtrack_cache=list()
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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add_overlay(I)
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updatedtracks=0 // Clear our memory of updated tracks.
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>>>>>>> 593246b... Linter diagnostics + bans non-var relative pathing (#8150)
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/obj/effect/decal/cleanable/blood/tracks/footprints
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name = "wet footprints"
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