Impliments Ghom review, reverts blood list back to component
This commit is contained in:
+19
-125
@@ -37,9 +37,6 @@
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var/rad_insulation = RAD_NO_INSULATION
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var/icon/blood_splatter_icon
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var/list/fingerprints
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var/list/fingerprintshidden
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var/list/blood_DNA
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/atom/New(loc, ...)
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//atom creation method that preloads variables at creation
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@@ -248,22 +245,24 @@
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return TRUE
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return FALSE
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/atom/proc/examine(mob/user)
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//This reformat names to get a/an properly working on item descriptions when they are bloody
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var/f_name = "\a [src]."
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if(src.blood_DNA && !istype(src, /obj/effect/decal))
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if(gender == PLURAL)
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f_name = "some "
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else
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f_name = "a "
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f_name += "<span class='danger'>blood-stained</span> [name]!"
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/atom/proc/get_examine_name(mob/user)
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. = "\a [src]"
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var/list/override = list(gender == PLURAL ? "some" : "a", " ", "[name]")
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if(article)
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. = "[article] [src]"
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override[EXAMINE_POSITION_ARTICLE] = article
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if(SEND_SIGNAL(src, COMSIG_ATOM_GET_EXAMINE_NAME, user, override) & COMPONENT_EXNAME_CHANGED)
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. = override.Join("")
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to_chat(user, "[icon2html(src, user)] That's [f_name]")
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///Generate the full examine string of this atom (including icon for goonchat)
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/atom/proc/get_examine_string(mob/user, thats = FALSE)
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. = "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
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/atom/proc/examine(mob/user)
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to_chat(user, "[get_examine_string(user, TRUE)].")
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if(desc)
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to_chat(user, desc)
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// *****RM
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//to_chat(user, "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]")
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if(reagents)
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if(reagents.reagents_holder_flags & TRANSPARENT)
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@@ -285,6 +284,8 @@
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else
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to_chat(user, "<span class='danger'>It's empty.</span>")
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SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user)
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/atom/proc/relaymove(mob/user)
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if(buckle_message_cooldown <= world.time)
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buckle_message_cooldown = world.time + 50
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@@ -349,24 +350,12 @@
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var/new_blood_dna = L.get_blood_dna_list()
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if(!new_blood_dna)
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return FALSE
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if(!blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
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blood_DNA = list()
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var/old_length = blood_DNA.len
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blood_DNA |= new_blood_dna
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if(blood_DNA.len == old_length)
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var/old_length = blood_DNA_length()
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add_blood(new_blood_dna)
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if(blood_DNA_length() == old_length)
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return FALSE
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return TRUE
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//to add blood dna info to the object's blood_DNA list
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/atom/proc/transfer_blood_dna(list/blood_dna)
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if(!blood_DNA)
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blood_DNA = list()
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var/old_length = blood_DNA.len
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blood_DNA |= blood_dna
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if(blood_DNA.len > old_length)
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return TRUE//some new blood DNA was added
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//to add blood from a mob onto something, and transfer their dna info
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/atom/proc/add_mob_blood(mob/living/M)
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var/list/blood_dna = M.get_blood_dna_list()
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@@ -374,101 +363,6 @@
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return FALSE
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return add_blood(blood_dna)
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//to add blood onto something, with blood dna info to include.
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/atom/proc/add_blood(list/blood_dna)
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return FALSE
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/obj/add_blood(list/blood_dna)
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return transfer_blood_dna(blood_dna)
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/obj/item/add_blood(list/blood_dna)
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if(!..())
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return FALSE
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add_blood_overlay()
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return TRUE //we applied blood to the item
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/obj/item/proc/add_blood_overlay()
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if(!blood_DNA.len)
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return
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if(initial(icon) && initial(icon_state))
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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
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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blood_overlay = image(blood_splatter_icon)
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blood_overlay.color = blood_DNA_to_color()
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add_overlay(blood_overlay)
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/obj/item/clothing/gloves/add_blood(mob/living/carbon/M)
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. = ..()
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transfer_blood = rand(2, 4)
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return TRUE
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/obj/item/clothing/shoes/add_blood(mob/living/carbon/M)
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. = ..()
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// transfer_blood = rand(2, 4)
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return TRUE
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/turf/add_blood(list/blood_dna)
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var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(src)
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B.transfer_blood_dna(blood_dna) //give blood info to the blood decal.
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return TRUE //we bloodied the floor
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/mob/living/carbon/human/add_blood(list/blood_dna)
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if(wear_suit)
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wear_suit.add_blood(blood_dna)
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update_inv_wear_suit()
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else if(w_uniform)
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w_uniform.add_blood(blood_dna)
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update_inv_w_uniform()
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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G.add_blood(blood_dna)
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else
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transfer_blood_dna(blood_dna)
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bloody_hands = rand(2, 4)
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update_inv_gloves() //handles bloody hands overlays and updating
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if(shoes)
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var/obj/item/clothing/shoes/S = shoes
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S.add_blood(blood_dna)
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// else
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// transfer_blood_dna(blood_dna)
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// bloody_feet = rand(2, 4)
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update_inv_shoes() // get them feet messy for prints!
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return TRUE
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/atom/proc/clean_blood()
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if(islist(blood_DNA))
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blood_DNA = null
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return TRUE
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/atom/proc/blood_DNA_to_color()
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var/list/colors = list()//first we make a list of all bloodtypes present
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for(var/bloop in blood_DNA)
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if(colors[blood_DNA[bloop]])
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colors[blood_DNA[bloop]]++
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else
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colors[blood_DNA[bloop]] = 1
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var/final_rgb = "#940000"
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if(colors.len)
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var/sum = 0 //this is all shitcode, but it works; trust me
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final_rgb = bloodtype_to_color(colors[1])
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sum = colors[colors[1]]
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if(colors.len > 1)
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var/i = 2
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while(i <= colors.len)
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var/tmp = colors[colors[i]]
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final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
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sum += tmp
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i++
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return final_rgb
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/atom/proc/wash_cream()
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return TRUE
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@@ -247,8 +247,7 @@
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visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
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playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
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for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
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I.clean_blood()
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I.fingerprints = list()
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SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
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var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive)
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if(contamination)
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qdel(contamination)
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@@ -419,4 +418,4 @@
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if(I)
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I.forceMove(loc)
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. = TRUE
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update_icon()
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update_icon()
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@@ -11,6 +11,10 @@
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var/obj/item/color_source
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var/max_wash_capacity = 5
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/obj/machinery/washing_machine/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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/obj/machinery/washing_machine/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click it to start a wash cycle.</span>")
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@@ -55,8 +59,7 @@
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M.Translate(rand(-3, 3), rand(-1, 3))
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animate(src, transform=M, time=2)
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/obj/machinery/washing_machine/clean_blood()
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..()
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/obj/machinery/washing_machine/proc/clean_blood()
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if(!busy)
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bloody_mess = FALSE
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update_icon()
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@@ -64,7 +67,7 @@
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/obj/machinery/washing_machine/proc/wash_cycle()
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for(var/X in contents)
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var/atom/movable/AM = X
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AM.clean_blood()
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SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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AM.machine_wash(src)
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busy = FALSE
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@@ -92,12 +95,6 @@
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var/obj/item/toy/crayon/CR = WM.color_source
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add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
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/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
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if(WM.color_source)
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if(istype(WM.color_source, /obj/item/toy/crayon))
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var/obj/item/toy/crayon/CR = WM.color_source
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add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
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/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
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gib()
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@@ -274,4 +271,4 @@
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..()
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density = TRUE //because machinery/open_machine() sets it to 0
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color_source = null
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has_corgi = 0
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has_corgi = 0
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@@ -1,8 +1,7 @@
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = ABOVE_NORMAL_TURF_LAYER
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var/list/random_icon_states = list()
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var/list/random_icon_states = null
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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@@ -26,9 +25,9 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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qdel(C)
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return TRUE
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/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
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@@ -70,9 +69,10 @@
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/Crossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && (!HAS_TRAIT(H,TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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if(H.shoes && blood_state && bloodiness && !HAS_TRAIT(H, TRAIT_LIGHT_STEP))
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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@@ -81,8 +81,7 @@
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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(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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@@ -3,17 +3,17 @@
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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color = BLOOD_COLOR_XENO
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno
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color = BLOOD_COLOR_XENO
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gibs_reagent_id = "liquidxenogibs"
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gibs_bloodtype = "X*"
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/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidxenogibs", 5)
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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@@ -35,7 +35,7 @@
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if(infective)
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA)
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splat.add_blood(return_blood_DNA())
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -6,11 +6,17 @@
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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var/body_colors = "#e3ba84" //a default color just in case.
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var/gibs_reagent_id = "liquidgibs"
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var/gibs_bloodtype = "A+"
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
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icon_state = pick(random_icon_states)
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if(gibs_reagent_id)
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reagents.add_reagent(gibs_reagent_id, 5)
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if(gibs_bloodtype)
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add_blood(list("Non-human DNA" = gibs_bloodtype))
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update_icon()
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@@ -51,7 +57,7 @@
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if(infective)
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA)
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splat.add_blood(return_blood_DNA())
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -81,9 +87,8 @@
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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setDir(pick(1,2,4,8))
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setDir(pick(GLOB.cardinals))
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icon_state += "-old"
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/drip
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@@ -101,9 +106,6 @@
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/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/up
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@@ -128,12 +130,11 @@
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//Lizards
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/obj/effect/decal/cleanable/blood/gibs/human/lizard
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body_colors = "117720"
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gibs_reagent_id = "liquidgibs"
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gibs_bloodtype = "L"
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "L"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/up
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@@ -157,12 +158,11 @@
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// Slime Gibs
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/obj/effect/decal/cleanable/blood/gibs/slime
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desc = "They look gooey and gruesome."
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gibs_reagent_id = "liquidslimegibs"
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gibs_bloodtype = "GEL"
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/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidslimegibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "GEL"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/slime/update_icon()
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@@ -197,21 +197,22 @@
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/obj/effect/decal/cleanable/blood/gibs/synth
|
||||
desc = "They look sludgy and disgusting."
|
||||
gibs_reagent_id = "liquidsyntheticgibs"
|
||||
gibs_bloodtype = "SY"
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
reagents.add_reagent("liquidsyntheticgibs", 5)
|
||||
update_icon()
|
||||
|
||||
//IPCs
|
||||
/obj/effect/decal/cleanable/blood/gibs/ipc
|
||||
desc = "They look sharp yet oozing."
|
||||
body_colors = "00ff00"
|
||||
gibs_reagent_id = "liquidoilgibs"
|
||||
gibs_bloodtype = "HF"
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
reagents.add_reagent("liquidoilgibs", 5)
|
||||
if(!blood_DNA.len)
|
||||
add_blood(list("Non-human DNA" = "HF"))
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon()
|
||||
|
||||
@@ -4,16 +4,17 @@
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "floor1"
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
blood_DNA = list()
|
||||
blood_state = BLOOD_STATE_BLOOD
|
||||
bloodiness = MAX_SHOE_BLOODINESS
|
||||
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
|
||||
|
||||
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
||||
if (C.blood_DNA)
|
||||
blood_DNA |= C.blood_DNA.Copy()
|
||||
C.add_blood(return_blood_DNA())
|
||||
if (bloodiness)
|
||||
if (C.bloodiness < MAX_SHOE_BLOODINESS)
|
||||
C.bloodiness += bloodiness
|
||||
update_icon()
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
|
||||
..()
|
||||
@@ -50,7 +51,6 @@
|
||||
desc = "Your instincts say you shouldn't be following these."
|
||||
random_icon_states = null
|
||||
var/list/existing_dirs = list()
|
||||
blood_DNA = list()
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/update_icon()
|
||||
color = blood_DNA_to_color()
|
||||
|
||||
@@ -541,17 +541,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
|
||||
M.become_blind(EYE_DAMAGE)
|
||||
to_chat(M, "<span class='danger'>You go blind!</span>")
|
||||
|
||||
/obj/item/clean_blood()
|
||||
. = ..()
|
||||
if(.)
|
||||
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)
|
||||
..()
|
||||
if(current_size >= STAGE_FOUR)
|
||||
|
||||
@@ -88,7 +88,7 @@
|
||||
var/obj/effect/decal/cleanable/C = locate() in target
|
||||
qdel(C)
|
||||
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
target.clean_blood()
|
||||
SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
|
||||
target.wash_cream()
|
||||
return
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
/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))
|
||||
A.clean_blood()
|
||||
SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
|
||||
for(var/obj/effect/O in A)
|
||||
if(is_cleanable(O))
|
||||
qdel(O)
|
||||
|
||||
@@ -388,10 +388,10 @@
|
||||
else
|
||||
. = ..()
|
||||
|
||||
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
|
||||
blood_DNA = from.blood_DNA
|
||||
fingerprints = from.fingerprints
|
||||
fingerprintshidden = from.fingerprintshidden
|
||||
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
|
||||
add_blood(from.return_blood_DNA())
|
||||
add_fingerprint_list(from.return_fingerprints())
|
||||
add_hiddenprint_list(from.return_hiddenprints())
|
||||
fingerprintslast = from.fingerprintslast
|
||||
//TODO bloody overlay
|
||||
|
||||
@@ -436,4 +436,4 @@
|
||||
|
||||
/datum/stack_recipe_list/New(title, recipes)
|
||||
src.title = title
|
||||
src.recipes = recipes
|
||||
src.recipes = recipes
|
||||
@@ -346,7 +346,7 @@
|
||||
icon_state = "dualsaber[item_color][wielded]"
|
||||
else
|
||||
icon_state = "dualsaber0"
|
||||
clean_blood()//blood overlays get weird otherwise, because the sprite changes.
|
||||
SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
|
||||
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
|
||||
if(user.has_dna())
|
||||
@@ -881,4 +881,4 @@
|
||||
var/client/C = user.client
|
||||
C.change_view(CONFIG_GET(string/default_view))
|
||||
user.client.pixel_x = 0
|
||||
user.client.pixel_y = 0
|
||||
user.client.pixel_y = 0
|
||||
@@ -317,7 +317,7 @@
|
||||
|
||||
|
||||
/obj/machinery/shower/proc/wash_obj(obj/O)
|
||||
. = O.clean_blood()
|
||||
. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
if(isitem(O))
|
||||
var/obj/item/I = O
|
||||
@@ -328,7 +328,7 @@
|
||||
/obj/machinery/shower/proc/wash_turf()
|
||||
if(isturf(loc))
|
||||
var/turf/tile = loc
|
||||
tile.clean_blood()
|
||||
SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
for(var/obj/effect/E in tile)
|
||||
if(is_cleanable(E))
|
||||
@@ -336,7 +336,7 @@
|
||||
|
||||
|
||||
/obj/machinery/shower/proc/wash_mob(mob/living/L)
|
||||
L.clean_blood()
|
||||
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
L.wash_cream()
|
||||
L.ExtinguishMob()
|
||||
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
|
||||
@@ -381,7 +381,7 @@
|
||||
else if(H.w_uniform && wash_obj(H.w_uniform))
|
||||
H.update_inv_w_uniform()
|
||||
if(washgloves)
|
||||
H.clean_blood()
|
||||
SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
if(H.shoes && washshoes && wash_obj(H.shoes))
|
||||
H.update_inv_shoes()
|
||||
if(H.wear_mask && washmask && wash_obj(H.wear_mask))
|
||||
@@ -398,9 +398,9 @@
|
||||
else
|
||||
if(M.wear_mask && wash_obj(M.wear_mask))
|
||||
M.update_inv_wear_mask(0)
|
||||
M.clean_blood()
|
||||
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
else
|
||||
L.clean_blood()
|
||||
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
|
||||
/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
|
||||
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
|
||||
@@ -498,7 +498,7 @@
|
||||
H.regenerate_icons()
|
||||
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
|
||||
else
|
||||
user.clean_blood()
|
||||
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
|
||||
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
|
||||
if(busy)
|
||||
@@ -554,7 +554,7 @@
|
||||
busy = FALSE
|
||||
return 1
|
||||
busy = FALSE
|
||||
O.clean_blood()
|
||||
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
O.acid_level = 0
|
||||
create_reagents(5)
|
||||
reagents.add_reagent(dispensedreagent, 5)
|
||||
@@ -675,4 +675,4 @@
|
||||
else
|
||||
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
|
||||
if(BURN)
|
||||
playsound(loc, 'sound/items/welder.ogg', 80, 1)
|
||||
playsound(loc, 'sound/items/welder.ogg', 80, 1)
|
||||
@@ -250,7 +250,7 @@
|
||||
for(var/mob/living/simple_animal/slime/M in src)
|
||||
M.apply_water()
|
||||
|
||||
clean_blood()
|
||||
SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
for(var/obj/effect/O in src)
|
||||
if(is_cleanable(O))
|
||||
qdel(O)
|
||||
|
||||
Reference in New Issue
Block a user