#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var) var/global/list/image/splatter_cache=list() /obj/effect/decal/cleanable/blood name = "blood" desc = "It's thick and gooey. Perhaps it's the chef's cooking?" gender = PLURAL density = 0 anchored = 1 layer = 2 icon = 'icons/effects/blood.dmi' icon_state = "mfloor1" random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7") var/base_icon = 'icons/effects/blood.dmi' 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) ..() /obj/effect/decal/cleanable/blood/New() ..() update_icon() 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/update_icon() if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" color = basecolor /obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp) if (!istype(perp)) return if(amount < 1) return if(perp.shoes)//Adding blood to shoes perp.shoes.blood_color = basecolor perp.shoes:track_blood = max(amount,perp.shoes:track_blood) if(!perp.shoes.blood_overlay) perp.shoes.generate_blood_overlay() if(!perp.shoes.blood_DNA) perp.shoes.blood_DNA = list() perp.shoes.blood_overlay.color = basecolor perp.shoes.overlays += perp.shoes.blood_overlay perp.shoes.blood_DNA |= blood_DNA.Copy() else//Or feet perp.feet_blood_color = basecolor perp.track_blood = max(amount,perp.track_blood) if(!perp.feet_blood_DNA) perp.feet_blood_DNA = list() perp.feet_blood_DNA |= blood_DNA.Copy() perp.update_inv_shoes(1) amount-- /obj/effect/decal/cleanable/blood/proc/dry() 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) ..() if (amount && istype(user)) add_fingerprint(user) if (user.gloves) return var/taken = rand(1,amount) amount -= taken user << "You get some of \the [src] on your hands." if (!user.blood_DNA) user.blood_DNA = list() user.blood_DNA |= blood_DNA.Copy() user.bloody_hands += taken user.hand_blood_color = basecolor user.update_inv_gloves(1) user.verbs += /mob/living/carbon/human/proc/bloody_doodle /obj/effect/decal/cleanable/blood/splatter random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5") 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" random_icon_states = list("1","2","3","4","5") amount = 0 /obj/effect/decal/cleanable/blood/writing icon_state = "tracks" desc = "It looks like a writing in blood." gender = NEUTER random_icon_states = list("writing1","writing2","writing3","writing4","writing5") amount = 0 var/message /obj/effect/decal/cleanable/blood/writing/New() ..() if(random_icon_states.len) for(var/obj/effect/decal/cleanable/blood/writing/W in loc) random_icon_states.Remove(W.icon_state) icon_state = pick(random_icon_states) else icon_state = "writing1" /obj/effect/decal/cleanable/blood/writing/examine() ..() usr << "It reads: \"[message]\"" /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") var/fleshcolor = "#FFFFFF" /obj/effect/decal/cleanable/blood/gibs/update_icon() var/image/giblets = new(base_icon, "[icon_state]_flesh", dir) if(!fleshcolor || fleshcolor == "rainbow") fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" giblets.color = fleshcolor var/icon/blood = new(base_icon,"[icon_state]",dir) if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]" blood.Blend(basecolor,ICON_MULTIPLY) icon = blood overlays.Cut() overlays += giblets /obj/effect/decal/cleanable/blood/gibs/up 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") /obj/effect/decal/cleanable/blood/gibs/body random_icon_states = list("gibhead", "gibtorso") /obj/effect/decal/cleanable/blood/gibs/limb random_icon_states = list("gibleg", "gibarm") /obj/effect/decal/cleanable/blood/gibs/core 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) b.basecolor = src.basecolor b.update_icon() 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 /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() var/dry=0 // Keeps the lag down /obj/effect/decal/cleanable/mucus/New() spawn(DRYING_TIME * 2) dry=1