compile fixes except we're memes still
why yes, I'm making the bloods all subtypes of each other at this point. I should probably change the way stuff is colored. but, meh. effort.
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@@ -3,7 +3,6 @@
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/obj/effect/decal/cleanable/blood/xenoblood
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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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icon = 'icons/effects/blood.dmi'
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blood_state = BLOOD_STATE_XENO
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color = BLOOD_COLOR_XENO
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@@ -15,19 +14,16 @@
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name = "xeno gibs"
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desc = "Gnarly..."
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/obj/effect/decal/cleanable/blood/xenoblood/xgibs/proc/streak(list/directions)
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/proc/streak(list/directions)
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set waitfor = 0
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var/direction = pick(directions)
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for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
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sleep(2)
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if(i > 0)
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new /obj/effect/decal/cleanable/xenoblood/xsplatter(loc)
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new /obj/effect/decal/cleanable/blood/splatter(loc)
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/xenoblood/xgibs/ex_act()
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return
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
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@@ -46,12 +46,11 @@
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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icon = 'icons/effects/blood.dmi'
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icon_state = "gibbl5"
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layer = LOW_OBJ_LAYER
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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/fleshcolor = "#FFFFFF"
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var/fleshcolor
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -61,18 +60,21 @@
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return
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
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if(!fleshcolor || fleshcolor == "rainbow")
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fleshcolor = "#[skintone2hex[random_skin_tone()]]"
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var/generic_skin = random_skin_tone()
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var/ethnicity = "#[skintone2hex(generic_skin)]"
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var/image/giblets = image(icon, "[icon_state]_flesh", dir)
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if(!fleshcolor)
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fleshcolor = ethnicity
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giblets.color = fleshcolor
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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if(basecolor == "rainbow") basecolor = "#[skintone2hex[random_skin_tone()]]"
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blood.Blend(basecolor,ICON_MULTIPLY)
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for(var/datum/reagent/blood/B in reagents)
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var/image/blood/goop = image(icon,"[icon_state]",dir)
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goop.Blend(B.color,ICON_MULTIPLY)
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icon = blood
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icon = goop
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overlays.Cut()
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overlays += giblets
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add_overlay(giblets)
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/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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