mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-24 04:28:12 +01:00
Made blood coloring use color var instead of icon operations.
Updated icons to match (they need to be white instead of black to work) Updated some colors to look fine on them.
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@@ -5,7 +5,7 @@
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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basecolor = "#05CC05"
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basecolor = "#05EE05"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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/obj/effect/decal/cleanable/blood/xeno/proc/streak(var/list/directions)
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@@ -9,7 +9,8 @@ var/global/list/image/splatter_cache=list()
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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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icon = 'icons/effects/bloodbase.dmi'
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icon_state = "mfloor1"
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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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@@ -24,6 +25,7 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/New()
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..()
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color = basecolor
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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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@@ -39,18 +41,8 @@ var/global/list/image/splatter_cache=list()
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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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I = splatter_cache[cache_key]
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else
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I = new /icon('icons/effects/blood.dmi', icon_state=icon_state)
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I.SwapColor("#000000",basecolor);
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splatter_cache[cache_key]=I
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icon = I
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if(basecolor == "rainbow") color = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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else color = basecolor
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/obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp)
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if (!istype(perp))
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@@ -78,12 +70,10 @@ var/global/list/image/splatter_cache=list()
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amount--
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/obj/effect/decal/cleanable/blood/proc/dry()
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name = "dried [src]"
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desc = "It's dark red and crusty. Someone is not doing their job."
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var/icon/I = icon(icon,icon_state)
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I.SetIntensity(0.7)
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icon = I
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amount = 0
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name = "dried [src.name]"
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desc = "It's dry and crusty. Someone is not doing their job."
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color = adjust_brightness(color, -50)
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amount = 0
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/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
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..()
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@@ -103,7 +93,7 @@ var/global/list/image/splatter_cache=list()
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user.verbs += /mob/living/carbon/human/proc/bloody_doodle
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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amount = 2
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/obj/effect/decal/cleanable/blood/drip
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@@ -112,6 +102,7 @@ var/global/list/image/splatter_cache=list()
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gender = PLURAL
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icon = 'icons/effects/drip.dmi'
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icon_state = "1"
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random_icon_states = list("1","2","3","4","5")
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amount = 0
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/obj/effect/decal/cleanable/blood/writing
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@@ -8,7 +8,11 @@
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basecolor="#2B2B2B"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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/obj/effect/decal/cleanable/blood/robot/dry() //pieces of robots do not dry up like metachunks
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/obj/effect/decal/cleanable/blood/robot/dry() //pieces of robots do not dry up like
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return
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/obj/effect/decal/cleanable/blood/robot/update_icon()
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color = "#FFFFFF"
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return
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/obj/effect/decal/cleanable/blood/robot/proc/streak(var/list/directions)
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@@ -39,7 +43,7 @@
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/obj/effect/decal/cleanable/blood/oil
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name = "motor oil"
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desc = "It's black and greasy. Looks like Beepsky made another mess."
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basecolor="#2B2B2B"
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basecolor="#3B3B3B"
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icon = 'icons/mob/robots.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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