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!
/🆑
This commit is contained in:
oranges
2017-12-28 10:18:11 +13:00
committed by GitHub
57 changed files with 499 additions and 460 deletions

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@@ -5,3 +5,8 @@
#define CLEAN_STRONG 4 // Industrial strength #define CLEAN_STRONG 4 // Industrial strength
#define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud #define CLEAN_IMPRESSIVE 5 // Cleaning strong enough your granny would be proud
#define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure #define CLEAN_GOD 6 // Cleans things spotless down to the atomic structure
//How strong things have to be to wipe forensic evidence...
#define CLEAN_STRENGTH_FINGERPRINTS CLEAN_IMPRESSIVE
#define CLEAN_STRENGTH_BLOOD CLEAN_WEAK
#define CLEAN_STRENGTH_FIBERS CLEAN_IMPRESSIVE

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@@ -27,6 +27,13 @@
#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called #define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human) #define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob) #define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob)
#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
//Positions for overrides list
#define EXAMINE_POSITION_ARTICLE 1
#define EXAMINE_POSITION_BEFORE 2
#define EXAMINE_POSITION_NAME 3
//End positions
#define COMPONENT_EXNAME_CHANGED 1
#define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom) #define COMSIG_ATOM_ENTERED "atom_entered" //from base of atom/Entered(): (/atom/movable, /atom)
#define COMSIG_ATOM_EX_ACT "atom_ex_act" //from base of atom/ex_act(): (severity, target) #define COMSIG_ATOM_EX_ACT "atom_ex_act" //from base of atom/ex_act(): (severity, target)
#define COMSIG_ATOM_EMP_ACT "atom_emp_act" //from base of atom/emp_act(): (severity) #define COMSIG_ATOM_EMP_ACT "atom_emp_act" //from base of atom/emp_act(): (severity)

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@@ -0,0 +1,2 @@
#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA))
#define IF_HAS_BLOOD_DNA_AND(__thing, __conditions...) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA) && (##__conditions))

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@@ -13,28 +13,28 @@
if(!isturf(tile)) if(!isturf(tile))
return return
tile.clean_blood() tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
for(var/A in tile) for(var/A in tile)
if(is_cleanable(A)) if(is_cleanable(A))
qdel(A) qdel(A)
else if(istype(A, /obj/item)) else if(istype(A, /obj/item))
var/obj/item/cleaned_item = A var/obj/item/I = A
cleaned_item.clean_blood() I.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else if(ishuman(A)) else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.lying) if(cleaned_human.lying)
if(cleaned_human.head) if(cleaned_human.head)
cleaned_human.head.clean_blood() cleaned_human.head.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.update_inv_head() cleaned_human.update_inv_head()
if(cleaned_human.wear_suit) if(cleaned_human.wear_suit)
cleaned_human.wear_suit.clean_blood() cleaned_human.wear_suit.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.update_inv_wear_suit() cleaned_human.update_inv_wear_suit()
else if(cleaned_human.w_uniform) else if(cleaned_human.w_uniform)
cleaned_human.w_uniform.clean_blood() cleaned_human.w_uniform.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.update_inv_w_uniform() cleaned_human.update_inv_w_uniform()
if(cleaned_human.shoes) if(cleaned_human.shoes)
cleaned_human.shoes.clean_blood() cleaned_human.shoes.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.update_inv_shoes() cleaned_human.update_inv_shoes()
cleaned_human.clean_blood() cleaned_human.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.wash_cream() cleaned_human.wash_cream()
to_chat(cleaned_human, "<span class='danger'>[AM] cleans your face!</span>") to_chat(cleaned_human, "<span class='danger'>[AM] cleans your face!</span>")

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@@ -6,19 +6,11 @@
var/mutable_appearance/pic var/mutable_appearance/pic
/datum/component/decal/Initialize(_icon, _icon_state, _dir, _cleanable=CLEAN_GOD, _color, _layer=TURF_LAYER, _description) /datum/component/decal/Initialize(_icon, _icon_state, _dir, _cleanable=CLEAN_GOD, _color, _layer=TURF_LAYER, _description)
if(!isatom(parent) || !_icon || !_icon_state) if(!isatom(parent) || !generate_appearance(_icon, _icon_state, _dir, _layer, _color))
. = COMPONENT_INCOMPATIBLE . = COMPONENT_INCOMPATIBLE
CRASH("A turf decal was applied incorrectly to [parent.type]: icon:[_icon ? _icon : "none"] icon_state:[_icon_state ? _icon_state : "none"]") CRASH("A turf decal was applied incorrectly to [parent.type]: icon:[_icon ? _icon : "none"] icon_state:[_icon_state ? _icon_state : "none"]")
// It has to be made from an image or dir breaks because of a byond bug
var/temp_image = image(_icon, null, _icon_state, _layer, _dir)
pic = new(temp_image)
pic.color = _color
cleanable = _cleanable
description = _description description = _description
cleanable = _cleanable
apply()
if(_dir) // If no dir is assigned at start then it follows the atom's dir if(_dir) // If no dir is assigned at start then it follows the atom's dir
RegisterSignal(COMSIG_ATOM_DIR_CHANGE, .proc/rotate_react) RegisterSignal(COMSIG_ATOM_DIR_CHANGE, .proc/rotate_react)
@@ -26,6 +18,7 @@
RegisterSignal(COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react) RegisterSignal(COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
if(_description) if(_description)
RegisterSignal(COMSIG_PARENT_EXAMINE, .proc/examine) RegisterSignal(COMSIG_PARENT_EXAMINE, .proc/examine)
apply()
/datum/component/decal/Destroy() /datum/component/decal/Destroy()
remove() remove()
@@ -36,6 +29,15 @@
remove(thing) remove(thing)
apply(thing) apply(thing)
/datum/component/decal/proc/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
if(!_icon || !_icon_state)
return FALSE
// It has to be made from an image or dir breaks because of a byond bug
var/temp_image = image(_icon, null, _icon_state, _layer, _dir)
pic = new(temp_image)
pic.color = _color
return TRUE
/datum/component/decal/proc/apply(atom/thing) /datum/component/decal/proc/apply(atom/thing)
var/atom/master = thing || parent var/atom/master = thing || parent
master.add_overlay(pic, TRUE) master.add_overlay(pic, TRUE)

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@@ -0,0 +1,35 @@
/datum/component/decal/blood
dupe_mode = COMPONENT_DUPE_UNIQUE
/datum/component/decal/blood/Initialize(_icon, _icon_state, _dir, _cleanable=CLEAN_STRENGTH_BLOOD, _color, _layer=ABOVE_OBJ_LAYER)
if(!isitem(parent))
. = COMPONENT_INCOMPATIBLE
CRASH("Warning: Blood decal attempted to be added to non-item of type [parent.type]")
. = ..()
RegisterSignal(COMSIG_ATOM_GET_EXAMINE_NAME, .proc/get_examine_name)
/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
var/obj/item/I = parent
if(!_icon)
_icon = 'icons/effects/blood.dmi'
if(!_icon_state)
_icon_state = "itemblood"
if(!initial(I.icon) || !initial(I.icon_state))
return FALSE
var/static/list/blood_splatter_appearances = list()
//try to find a pre-processed blood-splatter. otherwise, make a new one
var/index = "[REF(initial(I.icon))]-[initial(I.icon_state)]"
pic = blood_splatter_appearances[index]
if(!pic)
var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state), I.layer)
blood_splatter_appearances[index] = pic
return TRUE
/datum/component/decal/blood/proc/get_examine_name(mob/user, list/override)
var/atom/A = parent
override[EXAMINE_POSITION_ARTICLE] = A.gender == PLURAL? "some" : "a"
override[EXAMINE_POSITION_BEFORE] = " blood-stained "
return COMPONENT_EXNAME_CHANGED

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@@ -0,0 +1,158 @@
/datum/component/forensics
var/list/fingerprints //assoc print = print
var/list/hiddenprints //assoc ckey = realname/gloves/ckey
var/list/blood_DNA //assoc dna = bloodtype
var/list/fibers //assoc print = print
/datum/component/forensics/InheritComponent(datum/component/forensics/F, original) //Use of | and |= being different here is INTENTIONAL.
fingerprints = fingerprints | F.fingerprints
hiddenprints = hiddenprints | F.hiddenprints
blood_DNA = blood_DNA | F.blood_DNA
fibers = fibers | F.fibers
check_blood()
return ..()
/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers)
if(!isatom(parent))
. = COMPONENT_INCOMPATIBLE
CRASH("Forensics datum applied incorrectly to non-atom of type [parent.type]!")
fingerprints = new_fingerprints
hiddenprints = new_hiddenprints
blood_DNA = new_blood_DNA
fibers = new_fibers
check_blood()
RegisterSignal(COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act)
/datum/component/forensics/proc/wipe_fingerprints()
fingerprints = null
return TRUE
/datum/component/forensics/proc/wipe_hiddenprints()
return //no.
/datum/component/forensics/proc/wipe_blood_DNA()
blood_DNA = null
if(isitem(parent))
qdel(parent.GetComponent(/datum/component/decal/blood))
return TRUE
/datum/component/forensics/proc/wipe_fibers()
fibers = null
return TRUE
/datum/component/forensics/proc/clean_act(strength)
if(strength >= CLEAN_STRENGTH_FINGERPRINTS)
wipe_fingerprints()
if(strength >= CLEAN_STRENGTH_BLOOD)
wipe_blood_DNA()
if(strength >= CLEAN_STRENGTH_FIBERS)
wipe_fibers()
/datum/component/forensics/proc/add_fingerprint_list(list/_fingerprints) //list(text)
if(!length(_fingerprints))
return
LAZYINITLIST(fingerprints)
for(var/i in _fingerprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
fingerprints[i] = i
return TRUE
/datum/component/forensics/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
if(!M)
return
add_hiddenprint(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
add_fibers(H)
if(H.gloves) //Check if the gloves (if any) hide fingerprints
var/obj/item/clothing/gloves/G = H.gloves
if(G.transfer_prints)
ignoregloves = TRUE
if(!ignoregloves)
H.gloves.add_fingerprint(H, TRUE) //ignoregloves = 1 to avoid infinite loop.
return
var/full_print = md5(H.dna.uni_identity)
LAZYSET(fingerprints, full_print, full_print)
return TRUE
/datum/component/forensics/proc/add_fiber_list(list/_fibertext) //list(text)
if(!length(_fibertext))
return
LAZYINITLIST(fibers)
for(var/i in _fibertext) //We use an associative list, make sure we don't just merge a non-associative list into ours.
fibers[i] = i
return TRUE
/datum/component/forensics/proc/add_fibers(mob/living/carbon/human/M)
var/fibertext
var/item_multiplier = isitem(src)?1.2:1
if(M.wear_suit)
fibertext = "Material from \a [M.wear_suit]."
if(prob(10*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
if(!(M.wear_suit.body_parts_covered & CHEST))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed.
LAZYSET(fibers, fibertext, fibertext)
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
else if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(15*item_multiplier) && !LAZYACCESS(fibers, fibertext))
// "Added fibertext: [fibertext]"
LAZYSET(fibers, fibertext, fibertext)
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
else if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !LAZYACCESS(fibers, fibertext))
LAZYSET(fibers, fibertext, fibertext)
return TRUE
/datum/component/forensics/proc/add_hiddenprint_list(list/_hiddenprints) //list(ckey = text)
if(!length(_hiddenprints))
return
LAZYINITLIST(hiddenprints)
for(var/i in _hiddenprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
hiddenprints[i] = _hiddenprints[i]
return TRUE
/datum/component/forensics/proc/add_hiddenprint(mob/living/M)
if(!M || !M.key)
return
var/hasgloves = ""
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
hasgloves = "(gloves)"
var/current_time = time_stamp()
if(!LAZYACCESS(hiddenprints, M.key))
LAZYSET(hiddenprints, M.key, "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]")
else
var/laststamppos = findtext(LAZYACCESS(hiddenprints, M.key), " Last: ")
if(laststamppos)
LAZYSET(hiddenprints, M.key, copytext(hiddenprints[M.key], 1, laststamppos))
hiddenprints[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" //made sure to be existing by if(!LAZYACCESS);else
fingerprintslast = M.ckey
return TRUE
/datum/component/forensics/proc/add_blood_DNA(list/dna) //list(dna_enzymes = type)
if(!length(dna))
return
LAZYINITLIST(blood_DNA)
for(var/i in dna)
blood_DNA[i] = dna[i]
check_blood()
return TRUE
/datum/component/forensics/proc/check_blood()
if(!isitem(parent))
return
if(!length(blood_DNA))
return
parent.LoadComponent(/datum/component/decal/blood)

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@@ -5,10 +5,6 @@
var/flags_1 = 0 var/flags_1 = 0
var/flags_2 = 0 var/flags_2 = 0
var/list/fingerprints
var/list/fingerprintshidden
var/list/blood_DNA
var/container_type = NONE var/container_type = NONE
var/admin_spawned = 0 //was this spawned by an admin? used for stat tracking stuff. var/admin_spawned = 0 //was this spawned by an admin? used for stat tracking stuff.
var/datum/reagents/reagents = null var/datum/reagents/reagents = null
@@ -232,21 +228,22 @@
/atom/proc/in_contents_of(container)//can take class or object instance as argument /atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container)) if(ispath(container))
if(istype(src.loc, container)) if(istype(src.loc, container))
return 1 return TRUE
else if(src in container) else if(src in container)
return 1 return TRUE
return FALSE
/atom/proc/get_examine_name(mob/user)
. = "\a [src]"
var/list/override = list(gender == PLURAL? "some" : "a" , " ", "[name]")
if(SendSignal(COMSIG_ATOM_GET_EXAMINE_NAME, user, override) & COMPONENT_EXNAME_CHANGED)
. = override.Join("")
/atom/proc/get_examine_string(mob/user, thats = FALSE)
. = "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
/atom/proc/examine(mob/user) /atom/proc/examine(mob/user)
//This reformat names to get a/an properly working on item descriptions when they are bloody to_chat(user, get_examine_string(user, TRUE))
var/f_name = "\a [src]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
f_name += "<span class='danger'>blood-stained</span> [name]!"
to_chat(user, "[icon2html(src, user)] That's [f_name]")
if(desc) if(desc)
to_chat(user, desc) to_chat(user, desc)
@@ -303,11 +300,6 @@
if(AM && isturf(AM.loc)) if(AM && isturf(AM.loc))
step(AM, turn(AM.dir, 180)) step(AM, turn(AM.dir, 180))
GLOBAL_LIST_EMPTY(blood_splatter_icons)
/atom/proc/blood_splatter_index()
return "[REF(initial(icon))]-[initial(icon_state)]"
//returns the mob's dna info as a list, to be inserted in an object's blood_DNA list //returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
/mob/living/proc/get_blood_dna_list() /mob/living/proc/get_blood_dna_list()
if(get_blood_id() != "blood") if(get_blood_id() != "blood")
@@ -332,100 +324,28 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
// Returns 0 if we have that blood already // Returns 0 if we have that blood already
var/new_blood_dna = L.get_blood_dna_list() var/new_blood_dna = L.get_blood_dna_list()
if(!new_blood_dna) if(!new_blood_dna)
return 0 return FALSE
if(!blood_DNA) //if our list of DNA doesn't exist yet, initialise it. var/old_length = blood_DNA_length()
blood_DNA = list() add_blood_DNA(new_blood_dna)
var/old_length = blood_DNA.len if(blood_DNA_length() == old_length)
blood_DNA |= new_blood_dna return FALSE
if(blood_DNA.len == old_length) return TRUE
return 0
return 1
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna)
if(!blood_DNA)
blood_DNA = list()
var/old_length = blood_DNA.len
blood_DNA |= blood_dna
if(blood_DNA.len > old_length)
return 1//some new blood DNA was added
//to add blood from a mob onto something, and transfer their dna info //to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M) /atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list() var/list/blood_dna = M.get_blood_dna_list()
if(!blood_dna) if(!blood_dna)
return 0 return FALSE
return add_blood(blood_dna) return add_blood_DNA(blood_dna)
//to add blood onto something, with blood dna info to include.
/atom/proc/add_blood(list/blood_dna)
return 0
/obj/add_blood(list/blood_dna)
return transfer_blood_dna(blood_dna)
/obj/item/add_blood(list/blood_dna)
var/blood_count = !blood_DNA ? 0 : blood_DNA.len
if(!..())
return 0
if(!blood_count)//apply the blood-splatter overlay if it isn't already in there
add_blood_overlay()
return 1 //we applied blood to the item
/obj/item/proc/add_blood_overlay()
if(initial(icon) && initial(icon_state))
//try to find a pre-processed blood-splatter. otherwise, make a new one
var/index = blood_splatter_index()
var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
if(!blood_splatter_icon)
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon = fcopy_rsc(blood_splatter_icon)
GLOB.blood_splatter_icons[index] = blood_splatter_icon
add_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/add_blood(list/blood_dna)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.transfer_blood_dna(blood_dna) //give blood info to the blood decal.
return 1 //we bloodied the floor
/mob/living/carbon/human/add_blood(list/blood_dna)
if(wear_suit)
wear_suit.add_blood(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood(blood_dna)
else
transfer_blood_dna(blood_dna)
bloody_hands = rand(2, 4)
update_inv_gloves() //handles bloody hands overlays and updating
return 1
/atom/proc/clean_blood()
if(islist(blood_DNA))
blood_DNA = null
return 1
/atom/proc/wash_cream() /atom/proc/wash_cream()
return 1 return TRUE
/atom/proc/isinspace() /atom/proc/isinspace()
if(isspaceturf(get_turf(src))) if(isspaceturf(get_turf(src)))
return 1 return TRUE
else else
return 0 return FALSE
/atom/proc/handle_fall() /atom/proc/handle_fall()
return return

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@@ -67,10 +67,7 @@
//Left hand items //Left hand items
for(var/obj/item/I in held_items) for(var/obj/item/I in held_items)
if(!(I.flags_1 & ABSTRACT_1)) if(!(I.flags_1 & ABSTRACT_1))
if(I.blood_DNA) msg += "It is holding [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "<span class='warning'>It is holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It is holding [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
//Braindead //Braindead
if(!client && stat != DEAD) if(!client && stat != DEAD)

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@@ -213,7 +213,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/mob/living/carbon/human/target = null var/mob/living/carbon/human/target = null
var/list/mob/living/carbon/human/possible = list() var/list/mob/living/carbon/human/possible = list()
var/obj/item/linked_item = null var/obj/item/voodoo_link = null
var/cooldown_time = 30 //3s var/cooldown_time = 30 //3s
var/cooldown = 0 var/cooldown = 0
max_integrity = 10 max_integrity = 10
@@ -237,10 +237,10 @@
cooldown = world.time +cooldown_time cooldown = world.time +cooldown_time
return return
if(!linked_item) if(!voodoo_link)
if(I.loc == user && istype(I) && I.w_class <= WEIGHT_CLASS_SMALL) if(I.loc == user && istype(I) && I.w_class <= WEIGHT_CLASS_SMALL)
if (user.transferItemToLoc(I,src)) if (user.transferItemToLoc(I,src))
linked_item = I voodoo_link = I
to_chat(user, "You attach [I] to the doll.") to_chat(user, "You attach [I] to the doll.")
update_targets() update_targets()
@@ -255,11 +255,11 @@
return return
if(user.zone_selected == "chest") if(user.zone_selected == "chest")
if(linked_item) if(voodoo_link)
target = null target = null
linked_item.forceMove(drop_location()) voodoo_link.forceMove(drop_location())
to_chat(user, "<span class='notice'>You remove the [linked_item] from the doll.</span>") to_chat(user, "<span class='notice'>You remove the [voodoo_link] from the doll.</span>")
linked_item = null voodoo_link = null
update_targets() update_targets()
return return
@@ -291,10 +291,13 @@
/obj/item/voodoo/proc/update_targets() /obj/item/voodoo/proc/update_targets()
possible = list() possible = list()
if(!linked_item) if(!voodoo_link)
return return
var/list/prints = voodoo_link.return_fingerprints()
if(!length(prints))
return FALSE
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list) for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(md5(H.dna.uni_identity) in linked_item.fingerprints) if(prints[md5(H.dna.uni_identity)])
possible |= H possible |= H
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0) /obj/item/voodoo/proc/GiveHint(mob/victim,force=0)

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@@ -154,11 +154,8 @@
to_chat(usr, "<span class='warning'>There's not enough room to build that here!</span>") to_chat(usr, "<span class='warning'>There's not enough room to build that here!</span>")
qdel(C) qdel(C)
return return
if(href_list["dir"]) if(href_list["dir"])
C.setDir(text2num(href_list["dir"])) C.setDir(text2num(href_list["dir"]))
C.add_fingerprint(usr) C.add_fingerprint(usr)
C.update_icon() C.update_icon()
wait = world.time + 15 wait = world.time + 15

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@@ -236,8 +236,7 @@
visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>") visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
playsound(src, 'sound/machines/airlockclose.ogg', 25, 1) playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
I.clean_blood() I.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
I.fingerprints = list()
var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive) var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive)
if(contamination) if(contamination)
qdel(contamination) qdel(contamination)

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@@ -12,6 +12,10 @@
var/obj/item/color_source var/obj/item/color_source
var/max_wash_capacity = 5 var/max_wash_capacity = 5
/obj/machinery/washing_machine/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/machinery/washing_machine/examine(mob/user) /obj/machinery/washing_machine/examine(mob/user)
..() ..()
to_chat(user, "<span class='notice'>Alt-click it to start a wash cycle.</span>") to_chat(user, "<span class='notice'>Alt-click it to start a wash cycle.</span>")
@@ -36,20 +40,17 @@
busy = TRUE busy = TRUE
update_icon() update_icon()
sleep(200) addtimer(CALLBACK(src, .proc/wash_cycle), 200)
wash_cycle()
/obj/machinery/washing_machine/clean_blood() /obj/machinery/washing_machine/proc/clean_blood()
..()
if(!busy) if(!busy)
bloody_mess = 0 bloody_mess = FALSE
update_icon() update_icon()
/obj/machinery/washing_machine/proc/wash_cycle() /obj/machinery/washing_machine/proc/wash_cycle()
for(var/X in contents) for(var/X in contents)
var/atom/movable/AM = X var/atom/movable/AM = X
AM.clean_blood() AM.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
AM.machine_wash(src) AM.machine_wash(src)
busy = FALSE busy = FALSE

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@@ -79,14 +79,11 @@
add_blood = bloodiness add_blood = bloodiness
bloodiness -= add_blood bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood) S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len) S.add_blood_DNA(return_blood_DNA())
S.add_blood(blood_DNA)
S.blood_state = blood_state S.blood_state = blood_state
update_icon() update_icon()
H.update_inv_shoes() H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in() /obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY)) if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness return bloodiness

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@@ -6,10 +6,13 @@
icon = 'icons/effects/blood.dmi' icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1" icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7") random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
blood_DNA = list("UNKNOWN DNA" = "X*")
bloodiness = MAX_SHOE_BLOODINESS bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/obj/effect/decal/cleanable/xenoblood/xsplatter /obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5") random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
@@ -62,4 +65,7 @@
/obj/effect/decal/cleanable/blood/xtracks /obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks" icon_state = "xtracks"
random_icon_states = null random_icon_states = null
blood_DNA = list("UNKNOWN DNA" = "X*")
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
. = ..()
add_blood_DNA(list("Unknown DNA" = "X*"))

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@@ -4,13 +4,11 @@
icon = 'icons/effects/blood.dmi' icon = 'icons/effects/blood.dmi'
icon_state = "floor1" icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7") random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
blood_state = BLOOD_STATE_HUMAN blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C) /obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA) add_blood_DNA(C.return_blood_DNA())
blood_DNA |= C.blood_DNA.Copy()
..() ..()
/obj/effect/decal/cleanable/blood/old /obj/effect/decal/cleanable/blood/old
@@ -21,7 +19,7 @@
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases) /obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..() . = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization. icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
blood_DNA["Non-human DNA"] = "A+" add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/splatter /obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5") random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
@@ -37,11 +35,9 @@
desc = "Your instincts say you shouldn't be following these." desc = "Your instincts say you shouldn't be following these."
random_icon_states = null random_icon_states = null
var/list/existing_dirs = list() var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in() /obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return 1 return TRUE
/obj/effect/decal/cleanable/blood/gibs /obj/effect/decal/cleanable/blood/gibs
name = "gibs" name = "gibs"
@@ -100,8 +96,7 @@
. = ..() . = ..()
setDir(pick(1,2,4,8)) setDir(pick(1,2,4,8))
icon_state += "-old" icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+" add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/drip /obj/effect/decal/cleanable/blood/drip
name = "drips of blood" name = "drips of blood"
@@ -111,9 +106,8 @@
bloodiness = 0 bloodiness = 0
var/drips = 1 var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() /obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return 1 return TRUE
//BLOODY FOOTPRINTS //BLOODY FOOTPRINTS

View File

@@ -30,9 +30,9 @@
digester.stomach_contents += gib digester.stomach_contents += gib
if(MobDNA) if(MobDNA)
gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
gib.blood_DNA["Non-human DNA"] = "A+" gib.add_blood_DNA(list("Non-human DNA" = "A+"))
var/list/directions = gibdirections[i] var/list/directions = gibdirections[i]
if(isturf(loc)) if(isturf(loc))
if(directions.len) if(directions.len)

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@@ -559,20 +559,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
M.become_blind(EYE_DAMAGE) M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>") to_chat(M, "<span class='danger'>You go blind!</span>")
/obj/item/clean_blood()
. = ..()
if(.)
if(initial(icon) && initial(icon_state))
var/index = blood_splatter_index()
var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
if(blood_splatter_icon)
cut_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/clean_blood()
. = ..()
if(.)
transfer_blood = 0
/obj/item/singularity_pull(S, current_size) /obj/item/singularity_pull(S, current_size)
..() ..()
if(current_size >= STAGE_FOUR) if(current_size >= STAGE_FOUR)

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@@ -86,7 +86,7 @@
var/obj/effect/decal/cleanable/C = locate() in target var/obj/effect/decal/cleanable/C = locate() in target
qdel(C) qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.clean_blood() target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
target.wash_cream() target.wash_cream()
return return

View File

@@ -141,8 +141,8 @@
else else
icon_state = initial(icon_state) icon_state = initial(icon_state)
/obj/item/device/radio/intercom/add_blood(list/blood_dna) /obj/item/device/radio/intercom/add_blood_DNA(list/blood_dna)
return 0 return FALSE
//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it! //Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
/obj/item/wallframe/intercom /obj/item/wallframe/intercom

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@@ -20,8 +20,8 @@
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>") user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS) return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna) /obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
return 0 return FALSE
/obj/item/melee/transforming/energy/is_sharp() /obj/item/melee/transforming/energy/is_sharp()
return active * sharpness return active * sharpness

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@@ -285,8 +285,8 @@
shard.Consume() shard.Consume()
T.CalculateAdjacentTurfs() T.CalculateAdjacentTurfs()
/obj/item/melee/supermatter_sword/add_blood(list/blood_dna) /obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return 0 return FALSE
/obj/item/melee/curator_whip /obj/item/melee/curator_whip
name = "curator's whip" name = "curator's whip"

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@@ -25,7 +25,6 @@
/obj/item/mop/proc/clean(turf/A) /obj/item/mop/proc/clean(turf/A)
if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1)) if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
A.clean_blood()
A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM) A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
for(var/obj/effect/O in A) for(var/obj/effect/O in A)
if(is_cleanable(O)) if(is_cleanable(O))

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@@ -336,10 +336,10 @@
else else
. = ..() . = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj) /obj/item/stack/proc/copy_evidences(obj/item/stack/from)
blood_DNA = from.blood_DNA add_blood_DNA(from.return_blood_DNA())
fingerprints = from.fingerprints add_fingerprint_list(from.return_fingerprints())
fingerprintshidden = from.fingerprintshidden add_hiddenprint_list(from.return_hiddenprints())
fingerprintslast = from.fingerprintslast fingerprintslast = from.fingerprintslast
//TODO bloody overlay //TODO bloody overlay

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@@ -213,5 +213,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
else else
return ..(M,user,heal_mode = FALSE) return ..(M,user,heal_mode = FALSE)
/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna) /obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
return FALSE return FALSE

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@@ -293,7 +293,7 @@
icon_state = "dualsaber[item_color][wielded]" icon_state = "dualsaber[item_color][wielded]"
else else
icon_state = "dualsaber0" icon_state = "dualsaber0"
clean_blood()//blood overlays get weird otherwise, because the sprite changes. SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user) /obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna()) if(user.has_dna())

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@@ -296,8 +296,7 @@
/obj/machinery/shower/proc/wash_obj(obj/O) /obj/machinery/shower/proc/wash_obj(obj/O)
O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) . = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
. = O.clean_blood()
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
if(isitem(O)) if(isitem(O))
var/obj/item/I = O var/obj/item/I = O
@@ -310,7 +309,6 @@
var/turf/tile = loc var/turf/tile = loc
tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
tile.clean_blood()
for(var/obj/effect/E in tile) for(var/obj/effect/E in tile)
if(is_cleanable(E)) if(is_cleanable(E))
qdel(E) qdel(E)
@@ -361,7 +359,7 @@
else if(H.w_uniform && wash_obj(H.w_uniform)) else if(H.w_uniform && wash_obj(H.w_uniform))
H.update_inv_w_uniform() H.update_inv_w_uniform()
if(washgloves) if(washgloves)
H.clean_blood() H.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(H.shoes && washshoes && wash_obj(H.shoes)) if(H.shoes && washshoes && wash_obj(H.shoes))
H.update_inv_shoes() H.update_inv_shoes()
if(H.wear_mask && washmask && wash_obj(H.wear_mask)) if(H.wear_mask && washmask && wash_obj(H.wear_mask))
@@ -378,9 +376,9 @@
else else
if(M.wear_mask && wash_obj(M.wear_mask)) if(M.wear_mask && wash_obj(M.wear_mask))
M.update_inv_wear_mask(0) M.update_inv_wear_mask(0)
M.clean_blood() M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else else
L.clean_blood() L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing) /obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive) var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
@@ -473,8 +471,7 @@
H.regenerate_icons() H.regenerate_icons()
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else else
user.clean_blood() user.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params) /obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy) if(busy)
@@ -530,7 +527,7 @@
busy = FALSE busy = FALSE
return 1 return 1
busy = FALSE busy = FALSE
O.clean_blood() O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
O.acid_level = 0 O.acid_level = 0
create_reagents(5) create_reagents(5)
reagents.add_reagent(dispensedreagent, 5) reagents.add_reagent(dispensedreagent, 5)

View File

@@ -173,7 +173,7 @@
for(var/mob/living/simple_animal/slime/M in src) for(var/mob/living/simple_animal/slime/M in src)
M.apply_water() M.apply_water()
clean_blood() SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/obj/effect/O in src) for(var/obj/effect/O in src)
if(is_cleanable(O)) if(is_cleanable(O))
qdel(O) qdel(O)

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@@ -11,13 +11,21 @@
strip_delay = 20 strip_delay = 20
equip_delay_other = 40 equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/gloves/proc/clean_blood(strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
transfer_blood = 0
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE) /obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list() . = list()
if(!isinhands) if(!isinhands)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves") . += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands") . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE) /obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)

View File

@@ -20,7 +20,7 @@
if(!isinhands) if(!isinhands)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet") . += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood") . += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) /obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)

View File

@@ -15,7 +15,7 @@
if(body_parts_covered & HEAD) if(body_parts_covered & HEAD)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood") . += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE) /obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)

View File

@@ -12,7 +12,7 @@
if(body_parts_covered & HEAD) if(body_parts_covered & HEAD)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask") . += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood") . += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/tie /obj/item/clothing/neck/tie

View File

@@ -15,12 +15,16 @@
var/offset = 0 var/offset = 0
var/equipped_before_drop = FALSE var/equipped_before_drop = FALSE
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE) /obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list() . = list()
if(!isinhands) if(!isinhands)
var/bloody = 0 var/bloody = FALSE
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
bloody = 1 bloody = TRUE
else else
bloody = bloody_shoes[BLOOD_STATE_HUMAN] bloody = bloody_shoes[BLOOD_STATE_HUMAN]
@@ -53,8 +57,9 @@
var/mob/M = loc var/mob/M = loc
M.update_inv_shoes() M.update_inv_shoes()
/obj/item/clothing/shoes/clean_blood() /obj/item/clothing/shoes/proc/clean_blood(strength)
..() if(strength < CLEAN_STRENGTH_BLOOD)
return
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc)) if(ismob(loc))
@@ -62,4 +67,4 @@
M.update_inv_shoes() M.update_inv_shoes()
/obj/item/proc/negates_gravity() /obj/item/proc/negates_gravity()
return 0 return FALSE

View File

@@ -14,7 +14,7 @@
if(!isinhands) if(!isinhands)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]") . += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood") . += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
var/mob/living/carbon/human/M = loc var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform) if(ishuman(M) && M.w_uniform)

View File

@@ -19,10 +19,9 @@
/obj/item/clothing/under/worn_overlays(isinhands = FALSE) /obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list() . = list()
if(!isinhands) if(!isinhands)
if(damaged_clothes) if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform") . += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA) IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood") . += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay) if(accessory_overlay)
. += accessory_overlay . += accessory_overlay

View File

@@ -1,119 +1,102 @@
//CONTAINS: Suit fibers and Detective's Scanning Computer //CONTAINS: Suit fibers and Detective's Scanning Computer
/atom/var/list/suit_fibers /atom/proc/return_fingerprints()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.fingerprints
/atom/proc/add_fibers(mob/living/carbon/human/M) /atom/proc/return_hiddenprints()
if(M.gloves && istype(M.gloves, /obj/item/clothing/)) GET_COMPONENT(D, /datum/component/forensics)
var/obj/item/clothing/gloves/G = M.gloves if(D)
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects . = D.hiddenprints
if(add_blood(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
if(add_blood(M.blood_DNA))
M.bloody_hands--
if(!suit_fibers)
suit_fibers = list()
var/fibertext
var/item_multiplier = isitem(src)?1.2:1
if(M.wear_suit)
fibertext = "Material from \a [M.wear_suit]."
if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & CHEST))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
else if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
// "Added fibertext: [fibertext]"
suit_fibers += fibertext
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
else if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
/atom/proc/return_blood_DNA()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.blood_DNA
/atom/proc/add_hiddenprint(mob/living/M) /atom/proc/blood_DNA_length()
if(!M || !M.key) GET_COMPONENT(D, /datum/component/forensics)
return if(D)
. = length(D.blood_DNA)
if(!fingerprintshidden) //Add the list if it does not exist /atom/proc/return_fibers()
fingerprintshidden = list() GET_COMPONENT(D, /datum/component/forensics)
if(D)
var/hasgloves = "" . = D.fibers
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
hasgloves = "(gloves)"
var/current_time = time_stamp()
if(!fingerprintshidden[M.key])
fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
else
var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
if(laststamppos)
fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
fingerprintslast = M.ckey
/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
if(length(fingerprints))
. = AddComponent(/datum/component/forensics, fingerprints)
//Set ignoregloves to add prints irrespective of the mob having gloves on. //Set ignoregloves to add prints irrespective of the mob having gloves on.
/atom/proc/add_fingerprint(mob/living/M, ignoregloves = 0) /atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
if(!M || !M.key) var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
return . = D.add_fingerprint(M, ignoregloves)
add_hiddenprint(M) /atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
if(length(fibertext))
. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
if(ishuman(M)) /atom/proc/add_fibers(mob/living/carbon/human/M)
var/mob/living/carbon/human/H = M var/old = 0
if(M.gloves && istype(M.gloves, /obj/item/clothing))
var/obj/item/clothing/gloves/G = M.gloves
old = length(G.return_blood_DNA())
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
old = length(M.return_blood_DNA())
if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
M.bloody_hands--
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fibers(M)
add_fibers(H) /atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
if(length(hiddenprints))
. = AddComponent(/datum/component/forensics, null, hiddenprints)
if(H.gloves) //Check if the gloves (if any) hide fingerprints /atom/proc/add_hiddenprint(mob/living/M)
var/obj/item/clothing/gloves/G = H.gloves var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
if(G.transfer_prints) . = D.add_hiddenprint(M)
ignoregloves = 1
if(!ignoregloves) /atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
H.gloves.add_fingerprint(H, 1) //ignoregloves = 1 to avoid infinite loop. return FALSE
return
if(!fingerprints) //Add the list if it does not exist /obj/add_blood_DNA(list/dna)
fingerprints = list() . = ..()
var/full_print = md5(H.dna.uni_identity) if(length(dna))
fingerprints[full_print] = full_print . = AddComponent(/datum/component/forensics, null, null, dna)
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
return TRUE //we bloodied the floor
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
if(wear_suit)
wear_suit.add_blood_DNA(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood_DNA(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood_DNA(blood_dna)
else if(length(blood_dna))
AddComponent(/datum/component/forensics, null, null, dna)
bloody_hands = rand(2, 4)
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
/atom/proc/transfer_fingerprints_to(atom/A) /atom/proc/transfer_fingerprints_to(atom/A)
A.add_fingerprint_list(return_fingerprints())
// Make sure everything are lists. A.add_hiddenprint_list(return_hiddenprints())
if(!islist(A.fingerprints))
A.fingerprints = list()
if(!islist(A.fingerprintshidden))
A.fingerprintshidden = list()
if(!islist(fingerprints))
fingerprints = list()
if(!islist(fingerprintshidden))
fingerprintshidden = list()
// Transfer
if(fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
A.fingerprintslast = fingerprintslast A.fingerprintslast = fingerprintslast

View File

@@ -46,6 +46,5 @@
user.visible_message("[user] starts to wipe down [A] with [src]!", "<span class='notice'>You start to wipe down [A] with [src]...</span>") user.visible_message("[user] starts to wipe down [A] with [src]!", "<span class='notice'>You start to wipe down [A] with [src]...</span>")
if(do_after(user,30, target = A)) if(do_after(user,30, target = A))
user.visible_message("[user] finishes wiping off the [A]!", "<span class='notice'>You finish wiping off the [A].</span>") user.visible_message("[user] finishes wiping off the [A]!", "<span class='notice'>You finish wiping off the [A].</span>")
A.clean_blood() A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
A.wash_cream()
return return

View File

@@ -67,20 +67,14 @@
//Make our lists //Make our lists
var/list/fingerprints = list() var/list/fingerprints = list()
var/list/blood = list() var/list/blood = A.return_blood_DNA()
var/list/fibers = list() var/list/fibers = A.return_fibers()
var/list/reagents = list() var/list/reagents = list()
var/target_name = A.name var/target_name = A.name
// Start gathering // Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A)) if(ishuman(A))
var/mob/living/carbon/human/H = A var/mob/living/carbon/human/H = A
@@ -89,8 +83,7 @@
else if(!ismob(A)) else if(!ismob(A))
if(A.fingerprints && A.fingerprints.len) fingerprints = A.return_fingerprints()
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs. // Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len) if(A.reagents && A.reagents.reagent_list.len)
@@ -104,6 +97,7 @@
if(R.data["blood_DNA"] && R.data["blood_type"]) if(R.data["blood_DNA"] && R.data["blood_type"])
var/blood_DNA = R.data["blood_DNA"] var/blood_DNA = R.data["blood_DNA"]
var/blood_type = R.data["blood_type"] var/blood_type = R.data["blood_type"]
LAZYINITLIST(blood)
blood[blood_DNA] = blood_type blood[blood_DNA] = blood_type
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner. // We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
@@ -112,7 +106,7 @@
add_log("<B>[worldtime2text()][get_timestamp()] - [target_name]</B>", 0) add_log("<B>[worldtime2text()][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints // Fingerprints
if(fingerprints && fingerprints.len) if(length(fingerprints))
sleep(30) sleep(30)
add_log("<span class='info'><B>Prints:</B></span>") add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints) for(var/finger in fingerprints)
@@ -120,7 +114,7 @@
found_something = 1 found_something = 1
// Blood // Blood
if (blood && blood.len) if (length(blood))
sleep(30) sleep(30)
add_log("<span class='info'><B>Blood:</B></span>") add_log("<span class='info'><B>Blood:</B></span>")
found_something = 1 found_something = 1
@@ -128,7 +122,7 @@
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>") add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers //Fibers
if(fibers && fibers.len) if(length(fibers))
sleep(30) sleep(30)
add_log("<span class='info'><B>Fibers:</B></span>") add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers) for(var/fiber in fibers)
@@ -136,7 +130,7 @@
found_something = 1 found_something = 1
//Reagents //Reagents
if(reagents && reagents.len) if(length(reagents))
sleep(30) sleep(30)
add_log("<span class='info'><B>Reagents:</B></span>") add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents) for(var/R in reagents)

View File

@@ -101,6 +101,7 @@
return return
if(..()) if(..())
return TRUE return TRUE
add_fingerprint(usr)
if(href_list["category"]) if(href_list["category"])
current_category = href_list["category"] current_category = href_list["category"]

View File

@@ -252,8 +252,7 @@
drop.transfer_mob_blood_dna(src) drop.transfer_mob_blood_dna(src)
return return
else else
temp_blood_DNA = list() temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
qdel(drop)//the drip is replaced by a bigger splatter qdel(drop)//the drip is replaced by a bigger splatter
else else
drop = new(T, get_static_viruses()) drop = new(T, get_static_viruses())
@@ -266,7 +265,7 @@
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses()) B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
B.transfer_mob_blood_dna(src) //give blood info to the blood decal. B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
if(temp_blood_DNA) if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA B.add_blood_DNA(temp_blood_DNA)
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip) /mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
if(!(NOBLOOD in dna.species.species_traits)) if(!(NOBLOOD in dna.species.species_traits))
@@ -278,7 +277,7 @@
var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents
if(!B) if(!B)
B = new(T) B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*" B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip) /mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
if(!T) if(!T)

View File

@@ -11,21 +11,18 @@
if (handcuffed) if (handcuffed)
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n" msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
if (head) if (head)
msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [src.head] on [t_his] head. \n" msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head. \n"
if (wear_mask) if (wear_mask)
msg += "[t_He] [t_is] wearing [icon2html(wear_mask, user)] \a [src.wear_mask] on [t_his] face.\n" msg += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if (wear_neck) if (wear_neck)
msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n" msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
for(var/obj/item/I in held_items) for(var/obj/item/I in held_items)
if(!(I.flags_1 & ABSTRACT_1)) if(!(I.flags_1 & ABSTRACT_1))
if(I.blood_DNA) msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
if (back) if (back)
msg += "[t_He] [t_has] [icon2html(back, user)] \a [src.back] on [t_his] back.\n" msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
var/appears_dead = 0 var/appears_dead = 0
if (stat == DEAD) if (stat == DEAD)
appears_dead = 1 appears_dead = 1

View File

@@ -21,54 +21,30 @@
if(U.attached_accessory) if(U.attached_accessory)
accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]" accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
if(w_uniform.blood_DNA) msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(w_uniform, user)] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing [icon2html(w_uniform, user)] \a [w_uniform][accessory_msg].\n"
//head //head
if(head) if(head)
if(head.blood_DNA) msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [head] on [t_his] head.\n"
//suit/armor //suit/armor
if(wear_suit) if(wear_suit)
if(wear_suit.blood_DNA) msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(wear_suit, user)] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing [icon2html(wear_suit, user)] \a [wear_suit].\n"
//suit/armor storage //suit/armor storage
if(s_store) if(s_store)
if(s_store.blood_DNA) msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
msg += "<span class='warning'>[t_He] [t_is] carrying [icon2html(s_store, user)] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying [icon2html(s_store, user)] \a [s_store] on [t_his] [wear_suit.name].\n"
//back //back
if(back) if(back)
if(back.blood_DNA) msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
msg += "<span class='warning'>[t_He] [t_has] [icon2html(back, user)] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
else
msg += "[t_He] [t_has] [icon2html(back, user)] \a [back] on [t_his] back.\n"
//Hands //Hands
for(var/obj/item/I in held_items) for(var/obj/item/I in held_items)
if(!(I.flags_1 & ABSTRACT_1)) if(!(I.flags_1 & ABSTRACT_1))
if(I.blood_DNA) msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
GET_COMPONENT(FR, /datum/component/forensics)
//gloves //gloves
if(gloves && !(slot_gloves in obscured)) if(gloves && !(slot_gloves in obscured))
if(gloves.blood_DNA) msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
msg += "<span class='warning'>[t_He] [t_has] [icon2html(gloves, user)] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n" else if(FR && length(FR.blood_DNA))
else
msg += "[t_He] [t_has] [icon2html(gloves, user)] \a [gloves] on [t_his] hands.\n"
else if(blood_DNA)
var/hand_number = get_num_arms() var/hand_number = get_num_arms()
if(hand_number) if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n" msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
@@ -84,42 +60,30 @@
//belt //belt
if(belt) if(belt)
if(belt.blood_DNA) msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
msg += "<span class='warning'>[t_He] [t_has] [icon2html(belt, user)] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
else
msg += "[t_He] [t_has] [icon2html(belt, user)] \a [belt] about [t_his] waist.\n"
//shoes //shoes
if(shoes && !(slot_shoes in obscured)) if(shoes && !(slot_shoes in obscured))
if(shoes.blood_DNA) msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(shoes, user)] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing [icon2html(shoes, user)] \a [shoes] on [t_his] feet.\n"
//mask //mask
if(wear_mask && !(slot_wear_mask in obscured)) if(wear_mask && !(slot_wear_mask in obscured))
if(wear_mask.blood_DNA) msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
msg += "<span class='warning'>[t_He] [t_has] [icon2html(wear_mask, user)] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] [icon2html(wear_mask, user)] \a [wear_mask] on [t_his] face.\n"
if (wear_neck && !(slot_neck in obscured)) if (wear_neck && !(slot_neck in obscured))
msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n" msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes //eyes
if(glasses && !(slot_glasses in obscured)) if(glasses && !(slot_glasses in obscured))
if(glasses.blood_DNA) msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
msg += "<span class='warning'>[t_He] [t_has] [icon2html(glasses, user)] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] [icon2html(glasses, user)] \a [glasses] covering [t_his] eyes.\n"
//ears //ears
if(ears && !(slot_ears in obscured)) if(ears && !(slot_ears in obscured))
msg += "[t_He] [t_has] [icon2html(ears, user)] \a [ears] on [t_his] ears.\n" msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
//ID //ID
if(wear_id) if(wear_id)
msg += "[t_He] [t_is] wearing [icon2html(wear_id, user)] \a [wear_id].\n" msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
//Jitters //Jitters
switch(jitteriness) switch(jitteriness)

View File

@@ -25,6 +25,7 @@
create_internal_organs() //most of it is done in set_species now, this is only for parent call create_internal_organs() //most of it is done in set_species now, this is only for parent call
handcrafting = new() handcrafting = new()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
. = ..() . = ..()
@@ -678,19 +679,18 @@
if(..()) if(..())
dropItemToGround(I) dropItemToGround(I)
/mob/living/carbon/human/clean_blood() /mob/living/carbon/human/proc/clean_blood(strength)
var/mob/living/carbon/human/H = src if(strength < CLEAN_STRENGTH_BLOOD)
if(H.gloves) return
if(H.gloves.clean_blood()) if(gloves)
H.update_inv_gloves() if(gloves.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
update_inv_gloves()
else else
..() // Clear the Blood_DNA list if(bloody_hands)
if(H.bloody_hands) bloody_hands = 0
H.bloody_hands = 0 update_inv_gloves()
H.update_inv_gloves()
update_icons() //apply the now updated overlays to the mob update_icons() //apply the now updated overlays to the mob
/mob/living/carbon/human/wash_cream() /mob/living/carbon/human/wash_cream()
if(creamed) //clean both to prevent a rare bug if(creamed) //clean both to prevent a rare bug
cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard")) cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard"))

View File

@@ -51,8 +51,7 @@
FP.blood_state = S.blood_state FP.blood_state = S.blood_state
FP.entered_dirs |= dir FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
if(S.blood_DNA && S.blood_DNA.len) FP.add_blood_DNA(S.return_blood_DNA())
FP.transfer_blood_dna(S.blood_DNA)
FP.update_icon() FP.update_icon()
update_inv_shoes() update_inv_shoes()
//End bloody footprints //End bloody footprints

View File

@@ -176,7 +176,8 @@ There are several things that need to be remembered:
var/obj/screen/inventory/inv = hud_used.inv_slots[slot_gloves] var/obj/screen/inventory/inv = hud_used.inv_slots[slot_gloves]
inv.update_icon() inv.update_icon()
if(!gloves && blood_DNA) GET_COMPONENT(FR, /datum/component/forensics)
if(!gloves && FR && length(FR.blood_DNA))
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER) var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER)
if(get_num_arms() < 2) if(get_num_arms() < 2)
if(has_left_hand()) if(has_left_hand())

View File

@@ -472,8 +472,7 @@
if(isturf(next)) if(isturf(next))
if(bloodiness) if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc) var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
if(blood_DNA && blood_DNA.len) B.add_blood_DNA(return_blood_DNA())
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc) var/newdir = get_dir(next, loc)
if(newdir == dir) if(newdir == dir)
B.setDir(newdir) B.setDir(newdir)
@@ -655,8 +654,7 @@
T.add_mob_blood(H) T.add_mob_blood(H)
var/list/blood_dna = H.get_blood_dna_list() var/list/blood_dna = H.get_blood_dna_list()
if(blood_dna) add_blood_DNA(blood_dna)
transfer_blood_dna(blood_dna)
bloodiness += 4 bloodiness += 4
// player on mulebot attempted to move // player on mulebot attempted to move

View File

@@ -177,24 +177,15 @@
//Hands //Hands
for(var/obj/item/I in held_items) for(var/obj/item/I in held_items)
if(!(I.flags_1 & ABSTRACT_1)) if(!(I.flags_1 & ABSTRACT_1))
if(I.blood_DNA) msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
//Internal storage //Internal storage
if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1)) if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1))
if(internal_storage.blood_DNA) msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
else
msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
//Cosmetic hat - provides no function other than looks //Cosmetic hat - provides no function other than looks
if(head && !(head.flags_1&ABSTRACT_1)) if(head && !(head.flags_1&ABSTRACT_1))
if(head.blood_DNA) msg += "It is wearing [head.get_examine_string(user)] on its head.\n"
msg += "<span class='warning'>It is wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on its head!</span>\n"
else
msg += "It is wearing [icon2html(head, user)] \a [head] on its head.\n"
//Braindead //Braindead
if(!client && stat != DEAD) if(!client && stat != DEAD)

View File

@@ -31,16 +31,9 @@
for(var/obj/item/I in held_items) for(var/obj/item/I in held_items)
if(!(I.flags_1 & ABSTRACT_1)) if(!(I.flags_1 & ABSTRACT_1))
if(I.blood_DNA) msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
else
msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1)) if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1))
if(internal_storage.blood_DNA) msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
else
msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
msg += "*---------*</span>" msg += "*---------*</span>"
to_chat(user, msg) to_chat(user, msg)
else else

View File

@@ -171,6 +171,6 @@
qdel(target) qdel(target)
return TRUE return TRUE
var/atom/movable/M = target var/atom/movable/M = target
M.clean_blood() M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
visible_message("[src] polishes \the [target].") visible_message("[src] polishes \the [target].")
return TRUE return TRUE

View File

@@ -40,26 +40,26 @@
/obj/item/clothing/gloves/space_ninja/Touch(atom/A,proximity) /obj/item/clothing/gloves/space_ninja/Touch(atom/A,proximity)
if(!candrain || draining) if(!candrain || draining)
return 0 return FALSE
if(!ishuman(loc)) if(!ishuman(loc))
return 0 //Only works while worn return FALSE //Only works while worn
var/mob/living/carbon/human/H = loc var/mob/living/carbon/human/H = loc
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
if(!istype(suit)) if(!istype(suit))
return 0 return FALSE
if(isturf(A)) if(isturf(A))
return 0 return FALSE
if(!proximity) if(!proximity)
return 0 return FALSE
A.add_fingerprint(H) A.add_fingerprint(H)
draining = 1 draining = TRUE
. = A.ninjadrain_act(suit,H,src) . = A.ninjadrain_act(suit,H,src)
draining = 0 draining = FALSE
if(isnum(.)) //Numerical values of drained handle their feedback here, Alpha values handle it themselves (Research hacking) if(isnum(.)) //Numerical values of drained handle their feedback here, Alpha values handle it themselves (Research hacking)
if(.) if(.)
@@ -67,7 +67,7 @@
else else
to_chat(H, "<span class='danger'>\The [A] has run dry of energy, you must find another source!</span>") to_chat(H, "<span class='danger'>\The [A] has run dry of energy, you must find another source!</span>")
else else
. = 0 //as to not cancel attack_hand() . = FALSE //as to not cancel attack_hand()
/obj/item/clothing/gloves/space_ninja/proc/toggledrain() /obj/item/clothing/gloves/space_ninja/proc/toggledrain()

View File

@@ -665,7 +665,7 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
NC.d1 = 0 NC.d1 = 0
NC.d2 = fdirn NC.d2 = fdirn
NC.add_fingerprint() NC.add_fingerprint(user)
NC.update_icon() NC.update_icon()
//create a new powernet with the cable, if needed it will be merged later //create a new powernet with the cable, if needed it will be merged later
@@ -716,7 +716,7 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restrai
//updates the stored cable coil //updates the stored cable coil
C.update_stored(2, item_color) C.update_stored(2, item_color)
C.add_fingerprint() C.add_fingerprint(user)
C.update_icon() C.update_icon()

View File

@@ -164,7 +164,7 @@
if(iscarbon(user)) if(iscarbon(user))
var/mob/living/carbon/C = user var/mob/living/carbon/C = user
user_dna = C.dna user_dna = C.dna
B.add_blood(user_dna) B.add_blood_DNA(user_dna)
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna)) var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner) B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
return(BRUTELOSS) return(BRUTELOSS)

View File

@@ -79,8 +79,7 @@
if(!B) if(!B)
B = new(T) B = new(T)
if(data["blood_DNA"]) if(data["blood_DNA"])
B.blood_DNA[data["blood_DNA"]] = data["blood_type"] B.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
/datum/reagent/liquidgibs /datum/reagent/liquidgibs
name = "Liquid gibs" name = "Liquid gibs"
@@ -941,12 +940,12 @@
else else
if(O) if(O)
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
O.clean_blood() O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/datum/reagent/space_cleaner/reaction_turf(turf/T, reac_volume) /datum/reagent/space_cleaner/reaction_turf(turf/T, reac_volume)
if(reac_volume >= 1) if(reac_volume >= 1)
T.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) T.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
T.clean_blood() T.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
for(var/obj/effect/decal/cleanable/C in T) for(var/obj/effect/decal/cleanable/C in T)
qdel(C) qdel(C)
@@ -964,26 +963,26 @@
H.lip_style = null H.lip_style = null
H.update_body() H.update_body()
for(var/obj/item/I in C.held_items) for(var/obj/item/I in C.held_items)
I.clean_blood() I.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(C.wear_mask) if(C.wear_mask)
if(C.wear_mask.clean_blood()) if(C.wear_mask.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
C.update_inv_wear_mask() C.update_inv_wear_mask()
if(ishuman(M)) if(ishuman(M))
var/mob/living/carbon/human/H = C var/mob/living/carbon/human/H = C
if(H.head) if(H.head)
if(H.head.clean_blood()) if(H.head.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
H.update_inv_head() H.update_inv_head()
if(H.wear_suit) if(H.wear_suit)
if(H.wear_suit.clean_blood()) if(H.wear_suit.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
H.update_inv_wear_suit() H.update_inv_wear_suit()
else if(H.w_uniform) else if(H.w_uniform)
if(H.w_uniform.clean_blood()) if(H.w_uniform.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
H.update_inv_w_uniform() H.update_inv_w_uniform()
if(H.shoes) if(H.shoes)
if(H.shoes.clean_blood()) if(H.shoes.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
H.update_inv_shoes() H.update_inv_shoes()
H.wash_cream() H.wash_cream()
M.clean_blood() M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/datum/reagent/space_cleaner/ez_clean /datum/reagent/space_cleaner/ez_clean
name = "EZ Clean" name = "EZ Clean"

View File

@@ -14,6 +14,7 @@
if(..(user)) if(..(user))
return return
add_fingerprint(usr) add_fingerprint(usr)
var/list/options = params2list(possible_destinations) var/list/options = params2list(possible_destinations)
var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId) var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId)
var/dat = "Status: [M ? M.getStatusText() : "*Missing*"]<br><br>" var/dat = "Status: [M ? M.getStatusText() : "*Missing*"]<br><br>"

View File

@@ -43,6 +43,7 @@
#include "code\__DEFINES\events.dm" #include "code\__DEFINES\events.dm"
#include "code\__DEFINES\flags.dm" #include "code\__DEFINES\flags.dm"
#include "code\__DEFINES\food.dm" #include "code\__DEFINES\food.dm"
#include "code\__DEFINES\forensics.dm"
#include "code\__DEFINES\hud.dm" #include "code\__DEFINES\hud.dm"
#include "code\__DEFINES\integrated_electronics.dm" #include "code\__DEFINES\integrated_electronics.dm"
#include "code\__DEFINES\inventory.dm" #include "code\__DEFINES\inventory.dm"
@@ -311,6 +312,7 @@
#include "code\datums\components\chasm.dm" #include "code\datums\components\chasm.dm"
#include "code\datums\components\cleaning.dm" #include "code\datums\components\cleaning.dm"
#include "code\datums\components\decal.dm" #include "code\datums\components\decal.dm"
#include "code\datums\components\forensics.dm"
#include "code\datums\components\infective.dm" #include "code\datums\components\infective.dm"
#include "code\datums\components\jousting.dm" #include "code\datums\components\jousting.dm"
#include "code\datums\components\knockoff.dm" #include "code\datums\components\knockoff.dm"
@@ -325,6 +327,7 @@
#include "code\datums\components\spooky.dm" #include "code\datums\components\spooky.dm"
#include "code\datums\components\squeek.dm" #include "code\datums\components\squeek.dm"
#include "code\datums\components\thermite.dm" #include "code\datums\components\thermite.dm"
#include "code\datums\components\decals\blood.dm"
#include "code\datums\diseases\_disease.dm" #include "code\datums\diseases\_disease.dm"
#include "code\datums\diseases\_MobProcs.dm" #include "code\datums\diseases\_MobProcs.dm"
#include "code\datums\diseases\anxiety.dm" #include "code\datums\diseases\anxiety.dm"