Impliments Ghom review, reverts blood list back to component
This commit is contained in:
@@ -69,10 +69,8 @@
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//Left hand items
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for(var/obj/item/I in held_items)
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if(!(I.item_flags & ABSTRACT))
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if(I.blood_DNA)
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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"
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else
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msg += "It is holding [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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msg += "It is holding [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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//Braindead
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if(!client && stat != DEAD)
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msg += "The devil seems to be in deep contemplation.\n"
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@@ -327,8 +327,11 @@
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possible = list()
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if(!voodoo_link)
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return
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var/list/prints = voodoo_link.return_fingerprints()
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if(!length(prints))
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return FALSE
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for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
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if(md5(H.dna.uni_identity) in voodoo_link.fingerprints)
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if(prints[md5(H.dna.uni_identity)])
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possible |= H
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/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)
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@@ -12,6 +12,15 @@
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strip_delay = 20
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equip_delay_other = 40
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/obj/item/clothing/gloves/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/item/clothing/gloves/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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transfer_blood = 0
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/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
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return OXYLOSS
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@@ -21,7 +30,7 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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@@ -46,7 +46,7 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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@@ -59,7 +59,7 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
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@@ -12,7 +12,7 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/neck/tie
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@@ -10,18 +10,22 @@
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permeability_coefficient = 0.5
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slowdown = SHOES_SLOWDOWN
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var/offset = 0
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var/equipped_before_drop = FALSE
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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var/offset = 0
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var/equipped_before_drop = FALSE
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//CITADEL EDIT Enables digitigrade shoe styles
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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/obj/item/clothing/shoes/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/item/clothing/shoes/suicide_act(mob/living/carbon/user)
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if(rand(2)>1)
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user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -45,7 +49,7 @@
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. = list()
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if(!isinhands)
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var/bloody = FALSE
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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bloody = TRUE
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else
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bloody = bloody_shoes[BLOOD_STATE_BLOOD]
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@@ -92,11 +96,11 @@
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/clothing/shoes/clean_blood()
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..()
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/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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blood_color = null
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_shoes()
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@@ -53,11 +53,11 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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if(taurmode >= SNEK_TAURIC)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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@@ -22,7 +22,7 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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@@ -1,119 +1,146 @@
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//CONTAINS: Suit fibers and Detective's Scanning Computer
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/atom/var/list/suit_fibers
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/atom/proc/return_fingerprints()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.fingerprints
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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if(M.gloves && istype(M.gloves, /obj/item/clothing/))
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var/obj/item/clothing/gloves/G = M.gloves
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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if(add_blood(M.blood_DNA))
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M.bloody_hands--
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if(!suit_fibers)
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suit_fibers = list()
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var/fibertext
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var/item_multiplier = isitem(src)?1.2:1
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if(M.wear_suit)
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fibertext = "Material from \a [M.wear_suit]."
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if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & CHEST))
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if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & HANDS))
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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else if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
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// "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += "Material from a pair of [M.gloves.name]."
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else if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += "Material from a pair of [M.gloves.name]."
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/atom/proc/return_hiddenprints()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.hiddenprints
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/atom/proc/return_blood_DNA()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.blood_DNA
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/atom/proc/add_hiddenprint(mob/living/M)
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if(!M || !M.key)
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return
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/atom/proc/blood_DNA_length()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = length(D.blood_DNA)
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if(!fingerprintshidden) //Add the list if it does not exist
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fingerprintshidden = list()
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var/hasgloves = ""
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.gloves)
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hasgloves = "(gloves)"
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var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
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if(!fingerprintshidden[M.key])
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fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
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else
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var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
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if(laststamppos)
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fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
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fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
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fingerprintslast = M.ckey
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/atom/proc/return_fibers()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.fibers
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/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
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if(length(fingerprints))
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. = AddComponent(/datum/component/forensics, fingerprints)
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//Set ignoregloves to add prints irrespective of the mob having gloves on.
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = 0)
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if(!M || !M.key)
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return
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_fingerprint(M, ignoregloves)
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add_hiddenprint(M)
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/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
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if(length(fibertext))
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. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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var/old = 0
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if(M.gloves && istype(M.gloves, /obj/item/clothing))
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var/obj/item/clothing/gloves/G = M.gloves
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old = length(G.return_blood_DNA())
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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old = length(M.return_blood_DNA())
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if(add_blood(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
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M.bloody_hands--
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_fibers(M)
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add_fibers(H)
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/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
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if(length(hiddenprints))
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. = AddComponent(/datum/component/forensics, null, hiddenprints)
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if(H.gloves) //Check if the gloves (if any) hide fingerprints
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.transfer_prints)
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ignoregloves = 1
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/atom/proc/add_hiddenprint(mob/living/M)
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_hiddenprint(M)
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if(!ignoregloves)
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H.gloves.add_fingerprint(H, 1) //ignoregloves = 1 to avoid infinite loop.
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return
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/atom/proc/add_blood(list/dna) //ASSOC LIST DNA = BLOODTYPE
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return FALSE
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if(!fingerprints) //Add the list if it does not exist
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fingerprints = list()
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var/full_print = md5(H.dna.uni_identity)
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fingerprints[full_print] = full_print
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/obj/add_blood(list/dna)
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. = ..()
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if(length(dna))
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. = AddComponent(/datum/component/forensics, null, null, dna)
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/obj/item/clothing/gloves/add_blood(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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transfer_blood = rand(2, 4)
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/turf/add_blood(list/blood_dna, list/datum/disease/diseases)
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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, diseases)
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B.add_blood(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, list/datum/disease/diseases)
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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 if(length(blood_dna))
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AddComponent(/datum/component/forensics, null, null, blood_dna)
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bloody_hands = rand(2, 4)
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if(head)
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head.add_blood(blood_dna)
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update_inv_head()
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else if(wear_mask)
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wear_mask.add_blood(blood_dna)
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update_inv_wear_mask()
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if(wear_neck)
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wear_neck.add_blood(blood_dna)
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update_inv_neck()
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update_inv_gloves() //handles bloody hands overlays and updating
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return TRUE
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/atom/proc/transfer_fingerprints_to(atom/A)
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A.add_fingerprint_list(return_fingerprints())
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A.add_hiddenprint_list(return_hiddenprints())
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A.fingerprintslast = fingerprintslast
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// Make sure everything are lists.
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if(!islist(A.fingerprints))
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A.fingerprints = list()
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if(!islist(A.fingerprintshidden))
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A.fingerprintshidden = list()
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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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var/list/dna = blood_DNA_length()
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if(!dna)
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dna = list()
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var/old_length = dna.len
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dna |= blood_dna
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if(dna.len > old_length)
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return TRUE//some new blood DNA was added
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if(!islist(fingerprints))
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fingerprints = list()
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if(!islist(fingerprintshidden))
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fingerprintshidden = list()
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/atom/proc/blood_DNA_to_color() //handles RGB colorings of blood
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var/list/dna = blood_DNA_length()
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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 dna)
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if(colors[dna[bloop]])
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colors[dna[bloop]]++
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else
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colors[dna[bloop]] = 1
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// Transfer
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if(fingerprints)
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A.fingerprints |= fingerprints.Copy() //detective
|
||||
if(fingerprintshidden)
|
||||
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
|
||||
A.fingerprintslast = fingerprintslast
|
||||
var/final_rgb = BLOOD_COLOR_HUMAN
|
||||
|
||||
if(colors.len)
|
||||
var/sum = 0 //this is all shitcode, but it works; trust me
|
||||
final_rgb = bloodtype_to_color(colors[1])
|
||||
sum = colors[colors[1]]
|
||||
if(colors.len > 1)
|
||||
var/i = 2
|
||||
while(i <= colors.len)
|
||||
var/tmp = colors[colors[i]]
|
||||
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
|
||||
sum += tmp
|
||||
i++
|
||||
|
||||
return final_rgb
|
||||
|
||||
@@ -80,20 +80,14 @@
|
||||
|
||||
//Make our lists
|
||||
var/list/fingerprints = list()
|
||||
var/list/blood = list()
|
||||
var/list/fibers = list()
|
||||
var/list/blood = A.return_blood_DNA()
|
||||
var/list/fibers = A.return_fibers()
|
||||
var/list/reagents = list()
|
||||
|
||||
var/target_name = A.name
|
||||
|
||||
// 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))
|
||||
|
||||
var/mob/living/carbon/human/H = A
|
||||
@@ -102,8 +96,7 @@
|
||||
|
||||
else if(!ismob(A))
|
||||
|
||||
if(A.fingerprints && A.fingerprints.len)
|
||||
fingerprints = A.fingerprints.Copy()
|
||||
fingerprints = A.return_fingerprints()
|
||||
|
||||
// Only get reagents from non-mobs.
|
||||
if(A.reagents && A.reagents.reagent_list.len)
|
||||
@@ -117,6 +110,7 @@
|
||||
if(R.data["blood_DNA"] && R.data["blood_type"])
|
||||
var/blood_DNA = R.data["blood_DNA"]
|
||||
var/blood_type = R.data["blood_type"]
|
||||
LAZYINITLIST(blood)
|
||||
blood[blood_DNA] = blood_type
|
||||
|
||||
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
|
||||
@@ -125,7 +119,7 @@
|
||||
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
|
||||
|
||||
// Fingerprints
|
||||
if(fingerprints && fingerprints.len)
|
||||
if(length(fingerprints))
|
||||
sleep(30)
|
||||
add_log("<span class='info'><B>Prints:</B></span>")
|
||||
for(var/finger in fingerprints)
|
||||
@@ -133,7 +127,7 @@
|
||||
found_something = 1
|
||||
|
||||
// Blood
|
||||
if (blood && blood.len)
|
||||
if (length(blood))
|
||||
sleep(30)
|
||||
add_log("<span class='info'><B>Blood:</B></span>")
|
||||
found_something = 1
|
||||
@@ -141,7 +135,7 @@
|
||||
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
|
||||
|
||||
//Fibers
|
||||
if(fibers && fibers.len)
|
||||
if(length(fibers))
|
||||
sleep(30)
|
||||
add_log("<span class='info'><B>Fibers:</B></span>")
|
||||
for(var/fiber in fibers)
|
||||
@@ -149,7 +143,7 @@
|
||||
found_something = 1
|
||||
|
||||
//Reagents
|
||||
if(reagents && reagents.len)
|
||||
if(length(reagents))
|
||||
sleep(30)
|
||||
add_log("<span class='info'><B>Reagents:</B></span>")
|
||||
for(var/R in reagents)
|
||||
@@ -213,4 +207,4 @@
|
||||
return
|
||||
to_chat(user, "<span class='notice'><B>Scanner Report</B></span>")
|
||||
for(var/iterLog in log)
|
||||
to_chat(user, iterLog)
|
||||
to_chat(user, iterLog)
|
||||
@@ -160,7 +160,7 @@
|
||||
C.reagents.add_reagent("bonehurtingjuice", amount * 0.5)
|
||||
else
|
||||
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
|
||||
return 1
|
||||
return 1
|
||||
|
||||
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
|
||||
return 1
|
||||
@@ -232,12 +232,7 @@
|
||||
return "blood"
|
||||
|
||||
/mob/living/carbon/get_blood_id()
|
||||
var/mob/living/carbon/C = src
|
||||
if(ishuman(C))
|
||||
var/mob/living/carbon/human/H = C
|
||||
if(H.dna.species.exotic_blood)
|
||||
return H.dna.species.exotic_blood
|
||||
if(dna.species.exotic_blood)
|
||||
if(dna?.species?.exotic_blood)
|
||||
return dna.species.exotic_blood
|
||||
else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
|
||||
return
|
||||
@@ -290,8 +285,7 @@
|
||||
drop.transfer_mob_blood_dna(src)
|
||||
return
|
||||
else
|
||||
temp_blood_DNA = list()
|
||||
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
|
||||
temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
|
||||
qdel(drop)//the drip is replaced by a bigger splatter
|
||||
else
|
||||
drop = new(T, get_static_viruses())
|
||||
@@ -307,9 +301,9 @@
|
||||
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
|
||||
if(temp_blood_DNA)
|
||||
if(isalien(src))
|
||||
B.blood_DNA["UNKNOWN DNA"] = "X*"
|
||||
B.add_blood(list("UNKNOWN DNA" = "X*"))
|
||||
else
|
||||
B.blood_DNA |= temp_blood_DNA
|
||||
B.add_blood(temp_blood_DNA)
|
||||
|
||||
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
|
||||
if(!(NOBLOOD in dna.species.species_traits))
|
||||
|
||||
@@ -24,14 +24,8 @@
|
||||
if(!stored_dna.species)
|
||||
var/rando_race = pick(GLOB.roundstart_races)
|
||||
stored_dna.species = new rando_race()
|
||||
if(isjellyperson(stored_dna.species))
|
||||
stored_dna.blood_type = "GEL"
|
||||
if(isipcperson(stored_dna.species))
|
||||
stored_dna.blood_type = "HF"
|
||||
if(isxenoperson(stored_dna.species))
|
||||
stored_dna.blood_type = "X*"
|
||||
if(islizard(stored_dna.species))
|
||||
stored_dna.blood_type = "L"
|
||||
if(stored_dna.species.exotic_bloodtype)
|
||||
stored_dna.blood_type = stored_dna.species.exotic_bloodtype
|
||||
|
||||
/mob/living/brain/Destroy()
|
||||
if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.
|
||||
|
||||
@@ -11,21 +11,18 @@
|
||||
if (handcuffed)
|
||||
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
|
||||
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)
|
||||
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)
|
||||
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)
|
||||
if(!(I.item_flags & ABSTRACT))
|
||||
if(I.blood_DNA)
|
||||
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"
|
||||
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"
|
||||
|
||||
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
|
||||
if (stat == DEAD)
|
||||
appears_dead = 1
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/mob/living/carbon/human/examine(mob/user) //User is the person being examined
|
||||
/mob/living/carbon/human/examine(mob/user)
|
||||
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
|
||||
var/t_He = p_they(TRUE)
|
||||
var/t_His = p_their(TRUE)
|
||||
@@ -37,47 +37,30 @@
|
||||
if(U.attached_accessory)
|
||||
accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
|
||||
|
||||
if(w_uniform.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
|
||||
//head
|
||||
if(head)
|
||||
if(head.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
|
||||
//suit/armor
|
||||
if(wear_suit)
|
||||
if(wear_suit.blood_DNA)
|
||||
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/armour storage
|
||||
if(s_store)
|
||||
if(s_store.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
|
||||
//suit/armor storage
|
||||
if(s_store && !(SLOT_S_STORE in obscured))
|
||||
msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
|
||||
//back
|
||||
if(back)
|
||||
if(back.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
|
||||
|
||||
//Hands
|
||||
for(var/obj/item/I in held_items)
|
||||
if(I.blood_DNA)
|
||||
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(!(I.item_flags & ABSTRACT))
|
||||
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"
|
||||
|
||||
var/datum/component/forensics/FR = GetComponent(/datum/component/forensics)
|
||||
//gloves
|
||||
if(gloves && !(SLOT_GLOVES in obscured))
|
||||
if(gloves.blood_DNA)
|
||||
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
|
||||
msg += "[t_He] [t_has] [icon2html(gloves, user)] \a [gloves] on [t_his] hands.\n"
|
||||
else if(blood_DNA)
|
||||
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
|
||||
else if(FR && length(FR.blood_DNA))
|
||||
var/hand_number = get_num_arms(FALSE)
|
||||
if(hand_number)
|
||||
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
|
||||
@@ -93,47 +76,33 @@
|
||||
|
||||
//belt
|
||||
if(belt)
|
||||
if(belt.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
|
||||
|
||||
//shoes
|
||||
if(shoes && !(SLOT_SHOES in obscured))
|
||||
if(shoes.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
|
||||
|
||||
//mask
|
||||
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
|
||||
if(wear_mask.blood_DNA)
|
||||
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"
|
||||
msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
|
||||
|
||||
//neck
|
||||
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
|
||||
if(!(SLOT_GLASSES in obscured))
|
||||
if(glasses)
|
||||
if(glasses.blood_DNA)
|
||||
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"
|
||||
|
||||
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
|
||||
else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
|
||||
msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
|
||||
|
||||
//ears
|
||||
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
|
||||
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"
|
||||
|
||||
//Status effects
|
||||
msg += status_effect_examines()
|
||||
@@ -183,7 +152,7 @@
|
||||
|
||||
var/temp = getBruteLoss() //no need to calculate each of these twice
|
||||
|
||||
msg += "<span class='warning'>"
|
||||
msg += "<span class='warning'>" //Everything below gets this span
|
||||
|
||||
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
var/list/disabled = list()
|
||||
|
||||
@@ -32,6 +32,8 @@
|
||||
if(CONFIG_GET(flag/disable_stambuffer))
|
||||
togglesprint()
|
||||
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
|
||||
|
||||
/mob/living/carbon/human/ComponentInitialize()
|
||||
. = ..()
|
||||
@@ -687,21 +689,16 @@
|
||||
if(..())
|
||||
dropItemToGround(I)
|
||||
|
||||
/mob/living/carbon/human/clean_blood()
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(H.gloves)
|
||||
if(H.gloves.clean_blood())
|
||||
H.update_inv_gloves()
|
||||
/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
if(gloves)
|
||||
if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
update_inv_gloves()
|
||||
else
|
||||
..() // Clear the Blood_DNA list
|
||||
if(H.bloody_hands)
|
||||
H.bloody_hands = 0
|
||||
H.update_inv_gloves()
|
||||
/* if(H.bloody_feet)
|
||||
H.bloody_feet = 0
|
||||
H.update_inv_shoes()*/
|
||||
|
||||
update_icons() //apply the now updated overlays to the mob
|
||||
if(bloody_hands)
|
||||
bloody_hands = 0
|
||||
update_inv_gloves()
|
||||
|
||||
/mob/living/carbon/human/wash_cream()
|
||||
if(creamed) //clean both to prevent a rare bug
|
||||
@@ -1069,4 +1066,4 @@
|
||||
race = /datum/species/zombie/infectious
|
||||
|
||||
/mob/living/carbon/human/species/zombie/krokodil_addict
|
||||
race = /datum/species/krokodil_addict
|
||||
race = /datum/species/krokodil_addict
|
||||
@@ -64,9 +64,7 @@
|
||||
FP.blood_state = S.blood_state
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = S.bloody_shoes[S.blood_state]
|
||||
if(S.last_blood_DNA && S.last_bloodtype)
|
||||
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
|
||||
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
|
||||
FP.add_blood(S.return_blood_DNA())
|
||||
FP.update_icon()
|
||||
update_inv_shoes()
|
||||
//End bloody footprints
|
||||
|
||||
@@ -269,16 +269,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
regenerate_organs(C,old_species)
|
||||
|
||||
if(exotic_bloodtype && C.dna.blood_type != exotic_bloodtype)
|
||||
if(isjellyperson(C))
|
||||
C.dna.blood_type = "GEL"
|
||||
if(isipcperson(C))
|
||||
C.dna.blood_type = "HF"
|
||||
if(isxenoperson(C))
|
||||
C.dna.blood_type = "X*"
|
||||
if(islizard(C))
|
||||
C.dna.blood_type = "L"
|
||||
else
|
||||
C.dna.blood_type = exotic_bloodtype
|
||||
C.dna.blood_type = exotic_bloodtype
|
||||
|
||||
if(old_species.mutanthands)
|
||||
for(var/obj/item/I in C.held_items)
|
||||
@@ -319,16 +310,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
|
||||
|
||||
/datum/species/proc/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load)
|
||||
if(C.dna.species.exotic_bloodtype)
|
||||
if(isjellyperson(C))
|
||||
C.dna.blood_type = "GEL"
|
||||
if(isipcperson(C))
|
||||
C.dna.blood_type = "HF"
|
||||
if(isxenoperson(C))
|
||||
C.dna.blood_type = "X*"
|
||||
if(islizard(C))
|
||||
C.dna.blood_type = "L"
|
||||
else
|
||||
C.dna.blood_type = random_blood_type()
|
||||
C.dna.blood_type = random_blood_type()
|
||||
if(DIGITIGRADE in species_traits)
|
||||
C.Digitigrade_Leg_Swap(TRUE)
|
||||
for(var/X in inherent_traits)
|
||||
|
||||
@@ -474,8 +474,7 @@
|
||||
if(isturf(next))
|
||||
if(bloodiness)
|
||||
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
B.blood_DNA |= blood_DNA.Copy()
|
||||
B.add_blood(return_blood_DNA())
|
||||
var/newdir = get_dir(next, loc)
|
||||
if(newdir == dir)
|
||||
B.setDir(newdir)
|
||||
@@ -488,7 +487,6 @@
|
||||
B.setDir(newdir)
|
||||
bloodiness--
|
||||
|
||||
|
||||
var/oldloc = loc
|
||||
var/moved = step_towards(src, next) // attempt to move
|
||||
if(cell)
|
||||
@@ -657,8 +655,7 @@
|
||||
T.add_mob_blood(H)
|
||||
|
||||
var/list/blood_dna = H.get_blood_dna_list()
|
||||
if(blood_dna)
|
||||
transfer_blood_dna(blood_dna)
|
||||
add_blood(blood_dna)
|
||||
bloodiness += 4
|
||||
|
||||
// player on mulebot attempted to move
|
||||
|
||||
@@ -37,7 +37,6 @@
|
||||
gender = NEUTER
|
||||
mob_biotypes = list(MOB_ROBOTIC)
|
||||
speak_emote = list("chirps")
|
||||
speech_span = SPAN_ROBOT
|
||||
bubble_icon = "machine"
|
||||
initial_language_holder = /datum/language_holder/drone
|
||||
mob_size = MOB_SIZE_SMALL
|
||||
@@ -93,7 +92,7 @@
|
||||
var/obj/item/I = new default_hatmask(src)
|
||||
equip_to_slot_or_del(I, SLOT_HEAD)
|
||||
|
||||
ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
|
||||
access_card.item_flags |= TRAIT_NODROP
|
||||
|
||||
alert_drones(DRONE_NET_CONNECT)
|
||||
|
||||
@@ -170,23 +169,15 @@
|
||||
//Hands
|
||||
for(var/obj/item/I in held_items)
|
||||
if(!(I.item_flags & ABSTRACT))
|
||||
if(I.blood_DNA)
|
||||
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"
|
||||
msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
|
||||
//Internal storage
|
||||
if(internal_storage && !(internal_storage.item_flags & ABSTRACT))
|
||||
if(internal_storage.blood_DNA)
|
||||
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 += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
|
||||
|
||||
//Cosmetic hat - provides no function other than looks
|
||||
if(head && !(head.item_flags & ABSTRACT))
|
||||
if(head.blood_DNA)
|
||||
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"
|
||||
msg += "It is wearing [head.get_examine_string(user)] on its head.\n"
|
||||
|
||||
//Braindead
|
||||
if(!client && stat != DEAD)
|
||||
@@ -281,4 +272,4 @@
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/drone/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
|
||||
return 0 //So they don't die trying to fix wiring
|
||||
return 0 //So they don't die trying to fix wiring
|
||||
@@ -23,15 +23,9 @@
|
||||
|
||||
for(var/obj/item/I in held_items)
|
||||
if(!(I.item_flags & ABSTRACT))
|
||||
if(I.blood_DNA)
|
||||
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"
|
||||
msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
if(internal_storage && !(internal_storage.item_flags & ABSTRACT))
|
||||
if(internal_storage.blood_DNA)
|
||||
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 += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
|
||||
msg += "*---------*</span>"
|
||||
to_chat(user, msg)
|
||||
else
|
||||
@@ -90,4 +84,4 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/dextrous/regenerate_icons()
|
||||
..()
|
||||
update_inv_internal_storage()
|
||||
update_inv_internal_storage()
|
||||
@@ -177,6 +177,6 @@
|
||||
qdel(target)
|
||||
return TRUE
|
||||
var/atom/movable/M = target
|
||||
M.clean_blood()
|
||||
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
visible_message("[src] polishes \the [target].")
|
||||
return TRUE
|
||||
return TRUE
|
||||
@@ -491,7 +491,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
. = BLOOD_COLOR_HUMAN
|
||||
switch(type)
|
||||
if("U")//Universal blood; a bit orange
|
||||
. = "#db3300"
|
||||
. = BLOOD_COLOR_UNIVERSAL
|
||||
if("SY")//Synthetics blood; blue
|
||||
. = BLOOD_COLOR_SYNTHETIC
|
||||
if("L")//lizard, a bit pink/purple
|
||||
@@ -502,6 +502,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
. = BLOOD_COLOR_OIL
|
||||
if("GEL")// slimepeople blood, rgb 0, 255, 144
|
||||
. = BLOOD_COLOR_SLIME
|
||||
if("BUG")
|
||||
. = "#a37c0f"
|
||||
if("BUG")// yellowish, like, y'know bug guts I guess.
|
||||
. = BLOOD_COLOR_BUG
|
||||
//add more stuff to the switch if you have more blood colors for different types
|
||||
// the defines are in _DEFINES/misc.dm
|
||||
|
||||
@@ -19,27 +19,27 @@
|
||||
var/turf/T = get_turf(target)
|
||||
|
||||
//section shamelessly copypasta'd from the clean component
|
||||
clean_blood()//blood overlays get weird otherwise, because the sprite changes.
|
||||
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
for(var/A in T)
|
||||
if(is_cleanable(A))
|
||||
qdel(A)
|
||||
else if(istype(A, /obj/item))
|
||||
var/obj/item/I = A
|
||||
I.clean_blood()
|
||||
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
if(ismob(I.loc))
|
||||
var/mob/M = I.loc
|
||||
M.regenerate_icons()
|
||||
else if(ishuman(A))
|
||||
var/mob/living/carbon/human/cleaned_human = A
|
||||
if(cleaned_human.head)
|
||||
cleaned_human.head.clean_blood()
|
||||
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
if(cleaned_human.wear_suit)
|
||||
cleaned_human.wear_suit.clean_blood()
|
||||
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
else if(cleaned_human.w_uniform)
|
||||
cleaned_human.w_uniform.clean_blood()
|
||||
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
if(cleaned_human.shoes)
|
||||
cleaned_human.shoes.clean_blood()
|
||||
cleaned_human.clean_blood()
|
||||
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
cleaned_human.wash_cream()
|
||||
cleaned_human.regenerate_icons()
|
||||
|
||||
@@ -57,4 +57,4 @@
|
||||
/obj/item/projectile/bullet/incendiary/c46x30mm
|
||||
name = "4.6x30mm incendiary bullet"
|
||||
damage = 10
|
||||
fire_stacks = 1
|
||||
fire_stacks = 1
|
||||
@@ -216,7 +216,7 @@
|
||||
color = BLOOD_COLOR_OIL
|
||||
taste_description = "chunky burnt oil"
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_OIL, "blood_type"="HF","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
pH = 9.75
|
||||
pH = 9.75
|
||||
|
||||
/datum/reagent/vaccine
|
||||
//data must contain virus type
|
||||
@@ -738,11 +738,11 @@
|
||||
mutationtext = "<span class='danger'>The pain subsides. You feel... attracted to dark, moist areas.</span>"
|
||||
|
||||
/datum/reagent/mutationtoxin/xenoperson
|
||||
name = "Xeno Mutation Toxin"
|
||||
name = "Xeno-Hybrid Mutation Toxin"
|
||||
id = "xenopersonmutationtoxin"
|
||||
description = "A glowing toxin."
|
||||
color = "#5EFF3B" //RGB: 94, 255, 59
|
||||
race = /datum/species/xenoperson
|
||||
race = /datum/species/xeno
|
||||
mutationtext = "<span class='danger'>The pain subsides. You feel... oddly longing for the Queen.</span>" //sadly, not the British one.
|
||||
|
||||
//BLACKLISTED RACES
|
||||
@@ -1241,12 +1241,12 @@
|
||||
else
|
||||
if(O)
|
||||
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
O.clean_blood()
|
||||
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
|
||||
/datum/reagent/space_cleaner/reaction_turf(turf/T, reac_volume)
|
||||
if(reac_volume >= 1)
|
||||
T.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
T.clean_blood()
|
||||
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
for(var/obj/effect/decal/cleanable/C in T)
|
||||
qdel(C)
|
||||
|
||||
@@ -1264,26 +1264,26 @@
|
||||
H.lip_style = null
|
||||
H.update_body()
|
||||
for(var/obj/item/I in C.held_items)
|
||||
I.clean_blood()
|
||||
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
if(C.wear_mask)
|
||||
if(C.clean_blood())
|
||||
if(SEND_SIGNAL(C.wear_mask, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
C.update_inv_wear_mask()
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = C
|
||||
if(H.head)
|
||||
if(H.head.clean_blood())
|
||||
if(SEND_SIGNAL(H.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
H.update_inv_head()
|
||||
if(H.wear_suit)
|
||||
if(H.wear_suit.clean_blood())
|
||||
if(SEND_SIGNAL(H.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
H.update_inv_wear_suit()
|
||||
else if(H.w_uniform)
|
||||
if(H.w_uniform.clean_blood())
|
||||
if(SEND_SIGNAL(H.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
H.update_inv_w_uniform()
|
||||
if(H.shoes)
|
||||
if(H.shoes.clean_blood())
|
||||
if(SEND_SIGNAL(H.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
H.update_inv_shoes()
|
||||
H.wash_cream()
|
||||
M.clean_blood()
|
||||
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
|
||||
/datum/reagent/space_cleaner/ez_clean
|
||||
name = "EZ Clean"
|
||||
|
||||
Reference in New Issue
Block a user