Files
VOREStation/code/game/objects/effects/decals/Cleanable/vore.dm
T
Kashargul 6f1d6c524d Simple mob port [IDB IGNORE] (#18236)
* first adjustements

* few more

* construct

* next

* next set

* next

* next

* next

* next

* next

* .

* last non modular set

* make it compile

* .

* .

* change that

* synx

* teamush

* override fix

* TEAMUSH

* adds organ sell element

* adds pick color

* get rid of these chompcomments

* removes chomp comments

* Update gaslamp_vr.dm

* zipgun

* zip and synx

* fixes synx

* Update topic.dm

* move the trash verbs

* .

* .

* .

* port

* Update rakshasa_trap.dm

* Update slug.dm

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Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
2025-08-22 17:24:51 -04:00

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/obj/effect/decal/cleanable/blood/reagent //Yes, we are using the blood system for this
name = "liquid"
dryname = "dried liquid"
desc = "It's a liquid, how boring and bland."
drydesc = "It's dry and crusty and boring and bland."
basecolor = "#FFFFFF"
var/ckey_source = null //The person the liquid came from
var/ckey_spawner = null //The person who extracted the reagent
var/custombasename = null
var/custombasedesc = null
var/custombasecolor = null
/obj/effect/decal/cleanable/blood/reagent/Initialize(mapload, var/spill_name, var/spill_color, var/spill_reagentid, var/new_amount, var/ckey_user, var/ckey_spawn)
. = ..()
switch(spill_reagentid) //To ensure that if people spill some liquids, it wont cause issues with spawning, like spilling blood. Also allow for spilling of certain things to
if("blood")
return
if("water") //Dont recall if we have a water puddle system, but keeping this blacklisted, would be silly with dried water puddles.
return
ckey_source = ckey_spawn
ckey_spawner = ckey_user
name = "[spill_name]"
dryname = "dried [spill_name]"
desc = "It's a puddle of [spill_name]"
drydesc = "It's a dried puddle of [spill_name]"
basecolor = spill_color
amount = new_amount
custombasename = "[spill_name]"
custombasedesc = "It's a puddle of [spill_name]"
custombasecolor = spill_color
update_icon()
START_PROCESSING(SSobj, src)
/obj/effect/decal/cleanable/blood/reagent/update_icon()
if(custombasecolor == "rainbow") custombasecolor = get_random_colour(1)
color = custombasecolor
name = custombasename
desc = custombasedesc
/obj/effect/decal/cleanable/blood/reagent/Crossed(mob/living/carbon/human/perp)
//Nothing, we dont wanna spread our mess all over, at least not until people want that