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Merge pull request #32311 from kevinz000/component_forensics
MoreRobustThanYou's datum forensics but it's a component this time. Fully refactors forensics, including fingerprints, hidden/admin fingerprints, suit/clothing/whatever fibers, and blood DNA residue to /datum/component/forensics. Adds support for manually adding fingerprints. 🆑 code: Forensics is now a datum component. balance: NPC humans will now start leaving fingerprints on things they touch! /🆑
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@@ -79,14 +79,11 @@
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.add_blood_DNA(return_blood_DNA())
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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@@ -6,10 +6,13 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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blood_DNA = list("UNKNOWN DNA" = "X*")
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bloodiness = MAX_SHOE_BLOODINESS
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/xenoblood/Initialize()
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. = ..()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/obj/effect/decal/cleanable/xenoblood/xsplatter
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random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
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@@ -62,4 +65,7 @@
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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. = ..()
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add_blood_DNA(list("Unknown DNA" = "X*"))
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@@ -4,13 +4,11 @@
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icon = 'icons/effects/blood.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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blood_DNA = list()
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blood_state = BLOOD_STATE_HUMAN
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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add_blood_DNA(C.return_blood_DNA())
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..()
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/obj/effect/decal/cleanable/blood/old
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@@ -21,7 +19,7 @@
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
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blood_DNA["Non-human DNA"] = "A+"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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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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@@ -37,11 +35,9 @@
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return 1
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return TRUE
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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@@ -100,8 +96,7 @@
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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blood_DNA["Non-human DNA"] = "A+"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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@@ -111,9 +106,8 @@
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bloodiness = 0
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var/drips = 1
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return 1
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return TRUE
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//BLOODY FOOTPRINTS
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@@ -151,7 +145,7 @@
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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cut_overlays()
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@@ -30,9 +30,9 @@
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digester.stomach_contents += gib
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if(MobDNA)
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gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
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else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.blood_DNA["Non-human DNA"] = "A+"
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gib.add_blood_DNA(list("Non-human DNA" = "A+"))
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var/list/directions = gibdirections[i]
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if(isturf(loc))
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if(directions.len)
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