Files
VOREStation/code/game/objects/effects/decals/Cleanable/humans.dm
Mloc-Argent d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00

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#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/Crossed(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(amount < 1)
return
var/datum/organ/external/l_foot = perp.get_organ("l_foot")
var/datum/organ/external/r_foot = perp.get_organ("r_foot")
var/hasfeet = 1
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
hasfeet = 0
if(perp.shoes && !perp.buckled)//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 if (hasfeet)//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()
else if (perp.buckled && istype(perp.buckled, /obj/structure/stool/bed/chair/wheelchair))
var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
W.bloodiness = 4
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 << "<span class='notice'>You get some of \the [src] on your hands.</span>"
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: <font color='[basecolor]'>\"[message]\"<font>"
/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