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.
This commit is contained in:
Chinsky
2013-12-26 14:07:18 +04:00
parent 9d9d6de78d
commit a4e2756134
6 changed files with 18 additions and 23 deletions
@@ -5,7 +5,7 @@
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
basecolor = "#05CC05"
basecolor = "#05EE05"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
/obj/effect/decal/cleanable/blood/xeno/proc/streak(var/list/directions)
@@ -9,7 +9,8 @@ var/global/list/image/splatter_cache=list()
density = 0
anchored = 1
layer = 2
icon_state = "floor1"
icon = 'icons/effects/bloodbase.dmi'
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
var/list/viruses = list()
blood_DNA = list()
@@ -24,6 +25,7 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/New()
..()
color = basecolor
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(istype(src, /obj/effect/decal/cleanable/blood/tracks))
@@ -39,18 +41,8 @@ var/global/list/image/splatter_cache=list()
dry()
/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
var/cache_key="[basecolor]|[icon_state]"
var/icon/I=null
if(cache_key in splatter_cache)
I = splatter_cache[cache_key]
else
I = new /icon('icons/effects/blood.dmi', icon_state=icon_state)
I.SwapColor("#000000",basecolor);
splatter_cache[cache_key]=I
icon = I
if(basecolor == "rainbow") color = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
else color = basecolor
/obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp)
if (!istype(perp))
@@ -78,12 +70,10 @@ var/global/list/image/splatter_cache=list()
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.name]"
desc = "It's dry and crusty. Someone is not doing their job."
color = adjust_brightness(color, -50)
amount = 0
/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
..()
@@ -103,7 +93,7 @@ var/global/list/image/splatter_cache=list()
user.verbs += /mob/living/carbon/human/proc/bloody_doodle
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip
@@ -112,6 +102,7 @@ var/global/list/image/splatter_cache=list()
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1","2","3","4","5")
amount = 0
/obj/effect/decal/cleanable/blood/writing
@@ -8,7 +8,11 @@
basecolor="#2B2B2B"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/blood/robot/dry() //pieces of robots do not dry up like metachunks
/obj/effect/decal/cleanable/blood/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/robot/update_icon()
color = "#FFFFFF"
return
/obj/effect/decal/cleanable/blood/robot/proc/streak(var/list/directions)
@@ -39,7 +43,7 @@
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
basecolor="#2B2B2B"
basecolor="#3B3B3B"
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")