Forensics re-destroyed, but better this time.
All lists are LAZYINITLIST, cleaning code is preserved, examine is preserved. We should be back in buisness, but this is just a 'holy fuck finally' commit
This commit is contained in:
@@ -1,2 +0,0 @@
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#define IF_HAS_BLOOD_DNA(__thing) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA))
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#define IF_HAS_BLOOD_DNA_AND(__thing, __conditions...) GET_COMPONENT_FROM(__FR##__thing, /datum/component/forensics, __thing); if(__FR##__thing && length(__FR##__thing.blood_DNA) && (##__conditions))
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@@ -7,32 +7,6 @@
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. = ..()
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RegisterSignal(parent, COMSIG_ATOM_GET_EXAMINE_NAME, .proc/get_examine_name)
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/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
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var/obj/item/I = parent
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I.cut_overlays()
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if(!_icon)
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_icon = 'icons/effects/blood.dmi'
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if(!_icon_state)
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_icon_state = "itemblood"
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var/icon = initial(I.icon)
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var/icon_state = initial(I.icon_state)
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if(!icon || !icon_state)
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// It's something which takes on the look of other items, probably
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icon = I.icon
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icon_state = I.icon_state
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var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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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(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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// pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
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I.blood_splatter_icon = blood_splatter_icon
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I.blood_overlay = image(I.blood_splatter_icon)
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I.blood_overlay.color = I.blood_DNA_to_color()
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I.update_icon()
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I.add_overlay(I.blood_overlay)
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return TRUE
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/datum/component/decal/blood/proc/get_examine_name(datum/source, mob/user, list/override)
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var/atom/A = parent
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override[EXAMINE_POSITION_ARTICLE] = A.gender == PLURAL? "some" : "a"
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@@ -1,184 +0,0 @@
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/datum/component/forensics
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dupe_mode = COMPONENT_DUPE_UNIQUE
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can_transfer = TRUE
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var/list/fingerprints //assoc print = print
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var/list/hiddenprints //assoc ckey = realname/gloves/ckey
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var/list/blood_DNA //assoc dna = bloodtype
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var/list/fibers //assoc print = print
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/datum/component/forensics/InheritComponent(datum/component/forensics/F, original) //Use of | and |= being different here is INTENTIONAL.
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fingerprints = fingerprints | F.fingerprints
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hiddenprints = hiddenprints | F.hiddenprints
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blood_DNA = blood_DNA | F.blood_DNA
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fibers = fibers | F.fibers
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check_blood()
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return ..()
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/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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fingerprints = new_fingerprints
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hiddenprints = new_hiddenprints
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blood_DNA = new_blood_DNA
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fibers = new_fibers
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check_blood()
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/datum/component/forensics/RegisterWithParent()
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check_blood()
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act)
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/datum/component/forensics/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_COMPONENT_CLEAN_ACT))
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/datum/component/forensics/PostTransfer()
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/forensics/proc/wipe_fingerprints()
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fingerprints = null
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return TRUE
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/datum/component/forensics/proc/wipe_hiddenprints()
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return //no.
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/datum/component/forensics/proc/wipe_blood_DNA()
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blood_DNA = null
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if(isitem(parent))
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qdel(parent.GetComponent(/datum/component/decal/blood))
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return TRUE
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/datum/component/forensics/proc/wipe_fibers()
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fibers = null
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return TRUE
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/datum/component/forensics/proc/clean_act(datum/source, strength)
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if(strength >= CLEAN_STRENGTH_FINGERPRINTS)
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wipe_fingerprints()
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if(strength >= CLEAN_STRENGTH_BLOOD)
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wipe_blood_DNA()
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if(strength >= CLEAN_STRENGTH_FIBERS)
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wipe_fibers()
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/datum/component/forensics/proc/add_fingerprint_list(list/_fingerprints) //list(text)
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if(!length(_fingerprints))
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return
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LAZYINITLIST(fingerprints)
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for(var/i in _fingerprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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fingerprints[i] = i
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return TRUE
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/datum/component/forensics/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
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if(!isliving(M))
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if(!iscameramob(M))
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return
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if(isaicamera(M))
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var/mob/camera/aiEye/ai_camera = M
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if(!ai_camera.ai)
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return
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M = ai_camera.ai
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add_hiddenprint(M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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add_fibers(H)
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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 = TRUE
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if(!ignoregloves)
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H.gloves.add_fingerprint(H, TRUE) //ignoregloves = 1 to avoid infinite loop.
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return
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var/full_print = md5(H.dna.uni_identity)
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LAZYSET(fingerprints, full_print, full_print)
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return TRUE
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/datum/component/forensics/proc/add_fiber_list(list/_fibertext) //list(text)
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if(!length(_fibertext))
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return
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LAZYINITLIST(fibers)
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for(var/i in _fibertext) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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fibers[i] = i
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return TRUE
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/datum/component/forensics/proc/add_fibers(mob/living/carbon/human/M)
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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) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, 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) && !LAZYACCESS(fibers, fibertext)) //Wearing a suit means less of the uniform exposed.
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LAZYSET(fibers, fibertext, 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) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, 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) && !LAZYACCESS(fibers, fibertext))
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// "Added fibertext: [fibertext]"
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LAZYSET(fibers, fibertext, 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) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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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) && !LAZYACCESS(fibers, fibertext))
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LAZYSET(fibers, fibertext, fibertext)
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return TRUE
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/datum/component/forensics/proc/add_hiddenprint_list(list/_hiddenprints) //list(ckey = text)
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if(!length(_hiddenprints))
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return
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LAZYINITLIST(hiddenprints)
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for(var/i in _hiddenprints) //We use an associative list, make sure we don't just merge a non-associative list into ours.
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hiddenprints[i] = _hiddenprints[i]
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return TRUE
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/datum/component/forensics/proc/add_hiddenprint(mob/M)
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if(!isliving(M))
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if(!iscameramob(M))
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return
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if(isaicamera(M))
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var/mob/camera/aiEye/ai_camera = M
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if(!ai_camera.ai)
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return
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M = ai_camera.ai
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if(!M.key)
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return
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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(!LAZYACCESS(hiddenprints, M.key))
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LAZYSET(hiddenprints, M.key, "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]")
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else
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var/laststamppos = findtext(LAZYACCESS(hiddenprints, M.key), " Last: ")
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if(laststamppos)
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LAZYSET(hiddenprints, M.key, copytext(hiddenprints[M.key], 1, laststamppos))
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hiddenprints[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]" //made sure to be existing by if(!LAZYACCESS);else
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var/atom/A = parent
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A.fingerprintslast = M.ckey
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return TRUE
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/datum/component/forensics/proc/add_blood_DNA(list/dna) //list(dna_enzymes = type)
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if(!length(dna))
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return
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LAZYINITLIST(blood_DNA)
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for(var/i in dna)
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blood_DNA[i] = dna[i]
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check_blood()
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return TRUE
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/datum/component/forensics/proc/check_blood()
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if(!isitem(parent))
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return
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if(!length(blood_DNA))
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return
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parent.LoadComponent(/datum/component/decal/blood)
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@@ -37,6 +37,10 @@
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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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var/list/suit_fibers
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/atom/New(loc, ...)
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//atom creation method that preloads variables at creation
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@@ -350,12 +354,23 @@
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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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var/old_length = blood_DNA_length()
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LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
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var/old_length = length(blood_DNA)
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add_blood_DNA(new_blood_dna)
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if(blood_DNA_length() == old_length)
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if(length(blood_DNA) == 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, list/datum/disease/diseases)
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LAZYINITLIST(blood_DNA)
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var/old_length = length(blood_DNA)
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blood_DNA |= blood_dna
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if(length(blood_DNA) == old_length)
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return FALSE
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return TRUE
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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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@@ -363,6 +378,111 @@
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return FALSE
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return add_blood_DNA(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_DNA(list/blood_dna, list/datum/disease/diseases)
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return FALSE
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/obj/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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return transfer_blood_dna(blood_dna)
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/obj/item/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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if(!.)
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return
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add_blood_overlay()
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/obj/item/proc/add_blood_overlay()
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if(!length(blood_DNA))
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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_DNA(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_DNA(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.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_DNA(list/blood_dna, list/datum/disease/diseases)
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if(wear_suit)
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wear_suit.add_blood_DNA(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_DNA(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_DNA(blood_dna)
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else if(length(blood_dna))
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transfer_blood_dna(blood_dna)
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bloody_hands = rand(2, 4)
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if(head)
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head.add_blood_DNA(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_DNA(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_DNA(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/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 = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
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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/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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if(strength >= CLEAN_STRENGTH_FINGERPRINTS)
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if(islist(fingerprints))
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fingerprints = null
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if(strength >= CLEAN_STRENGTH_BLOOD)
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if(islist(blood_DNA))
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blood_DNA = null
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if(strength >= CLEAN_STRENGTH_FIBERS)
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if(islist(suit_fibers))
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suit_fibers = null
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return TRUE
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/obj/item/clean_blood(datum/source, strength)
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. = ..()
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if(.)
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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/atom/proc/wash_cream()
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return TRUE
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@@ -13,7 +13,7 @@
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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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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/machinery/washing_machine/clean_blood)))
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/obj/machinery/washing_machine/examine(mob/user)
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..()
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@@ -59,7 +59,8 @@
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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/proc/clean_blood()
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/obj/machinery/washing_machine/clean_blood()
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. = ..()
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if(!busy)
|
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bloody_mess = FALSE
|
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update_icon()
|
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@@ -81,7 +81,8 @@
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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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S.add_blood_DNA(return_blood_DNA())
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if(blood_DNA && blood_DNA.len)
|
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S.add_blood_DNA(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()
|
||||
|
||||
@@ -35,7 +35,7 @@
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if(infective)
|
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diseases = infective.diseases
|
||||
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
|
||||
splat.add_blood_DNA(return_blood_DNA())
|
||||
splat.transfer_blood_dna(blood_DNA)
|
||||
if(!step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
|
||||
@@ -21,9 +21,6 @@
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/update_icon()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
Blood_DNA = D.blood_DNA
|
||||
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
|
||||
cut_overlays()
|
||||
var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
|
||||
@@ -60,7 +57,7 @@
|
||||
if(infective)
|
||||
diseases = infective.diseases
|
||||
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
|
||||
splat.add_blood_DNA(return_blood_DNA())
|
||||
splat.transfer_blood_dna(blood_DNA)
|
||||
|
||||
if(!step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
@@ -7,12 +7,10 @@
|
||||
blood_state = BLOOD_STATE_BLOOD
|
||||
bloodiness = MAX_SHOE_BLOODINESS
|
||||
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
|
||||
var/list/Blood_DNA = list()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
||||
C.add_blood_DNA(return_blood_DNA())
|
||||
if(C.Blood_DNA.len)
|
||||
Blood_DNA |= C.Blood_DNA.Copy()
|
||||
if (C.blood_DNA)
|
||||
blood_DNA |= C.blood_DNA.Copy()
|
||||
if (bloodiness)
|
||||
if (C.bloodiness < MAX_SHOE_BLOODINESS)
|
||||
C.bloodiness += bloodiness
|
||||
@@ -28,9 +26,6 @@
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/update_icon()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
Blood_DNA = D.blood_DNA
|
||||
color = blood_DNA_to_color()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/old
|
||||
|
||||
@@ -389,9 +389,9 @@
|
||||
. = ..()
|
||||
|
||||
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
|
||||
add_blood_DNA(from.return_blood_DNA())
|
||||
add_fingerprint_list(from.return_fingerprints())
|
||||
add_hiddenprint_list(from.return_hiddenprints())
|
||||
blood_DNA = from.blood_DNA
|
||||
fingerprints = from.fingerprints
|
||||
fingerprintshidden = from.fingerprintshidden
|
||||
fingerprintslast = from.fingerprintslast
|
||||
//TODO bloody overlay
|
||||
|
||||
|
||||
@@ -324,14 +324,11 @@
|
||||
cooldown = world.time + cooldown_time
|
||||
|
||||
/obj/item/voodoo/proc/update_targets()
|
||||
possible = list()
|
||||
LAZYINITLIST(possible)
|
||||
if(!voodoo_link)
|
||||
return
|
||||
var/list/prints = voodoo_link.return_fingerprints()
|
||||
if(!length(prints))
|
||||
return FALSE
|
||||
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
|
||||
if(prints[md5(H.dna.uni_identity)])
|
||||
if(md5(H.dna.uni_identity) in voodoo_link.fingerprints)
|
||||
possible |= H
|
||||
|
||||
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)
|
||||
|
||||
@@ -344,12 +344,7 @@ BLIND // can't see anything
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/transfer_blood_dna(list/blood_dna)
|
||||
..()
|
||||
var/list/blood_list
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
blood_list = D.blood_DNA
|
||||
if(blood_list.len)
|
||||
last_bloodtype = blood_list[blood_list[blood_list.len]]//trust me this works
|
||||
last_blood_DNA = blood_list[blood_list.len]
|
||||
/obj/item/clothing/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
|
||||
if(length(blood_DNA))
|
||||
last_bloodtype = blood_DNA[blood_DNA[blood_DNA.len]]//trust me this works
|
||||
last_blood_DNA = blood_DNA[blood_DNA.len]
|
||||
|
||||
@@ -14,11 +14,10 @@
|
||||
|
||||
/obj/item/clothing/gloves/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
|
||||
|
||||
/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
|
||||
. = ..()
|
||||
transfer_blood = 0
|
||||
|
||||
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
|
||||
@@ -30,7 +29,7 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
|
||||
@@ -41,4 +40,4 @@
|
||||
|
||||
// Called just before an attack_hand(), in mob/UnarmedAttack()
|
||||
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
|
||||
return 0 // return 1 to cancel attack_hand()
|
||||
return FALSE // return TRUE to cancel attack_hand()
|
||||
@@ -46,7 +46,7 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
if(body_parts_covered & HEAD)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/neck/tie
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
|
||||
|
||||
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
|
||||
if(rand(2)>1)
|
||||
@@ -46,7 +46,7 @@
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
var/bloody = FALSE
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
bloody = TRUE
|
||||
else
|
||||
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
|
||||
@@ -93,9 +93,9 @@
|
||||
var/mob/M = loc
|
||||
M.update_inv_shoes()
|
||||
|
||||
/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
|
||||
. = ..()
|
||||
|
||||
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
|
||||
blood_state = BLOOD_STATE_NOT_BLOODY
|
||||
if(ismob(loc))
|
||||
|
||||
@@ -53,7 +53,7 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
if(taurmode >= SNEK_TAURIC)
|
||||
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
|
||||
else
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
if(!isinhands)
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(blood_DNA)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
@@ -1,158 +1,107 @@
|
||||
//CONTAINS: Suit fibers and Detective's Scanning Computer
|
||||
|
||||
/atom/proc/return_fingerprints()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
. = D.fingerprints
|
||||
/atom/proc/add_fibers(mob/living/carbon/human/M)
|
||||
if(M.gloves && istype(M.gloves, /obj/item/clothing/))
|
||||
var/obj/item/clothing/gloves/G = M.gloves
|
||||
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
|
||||
if(add_blood_DNA(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
|
||||
G.transfer_blood--
|
||||
else if(M.bloody_hands > 1)
|
||||
if(add_blood_DNA(M.blood_DNA))
|
||||
M.bloody_hands--
|
||||
if(!suit_fibers)
|
||||
suit_fibers = list()
|
||||
var/fibertext
|
||||
var/item_multiplier = isitem(src)?1.2:1
|
||||
if(M.wear_suit)
|
||||
fibertext = "Material from \a [M.wear_suit]."
|
||||
if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
|
||||
suit_fibers += fibertext
|
||||
if(!(M.wear_suit.body_parts_covered & CHEST))
|
||||
if(M.w_uniform)
|
||||
fibertext = "Fibers from \a [M.w_uniform]."
|
||||
if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
|
||||
suit_fibers += fibertext
|
||||
if(!(M.wear_suit.body_parts_covered & HANDS))
|
||||
if(M.gloves)
|
||||
fibertext = "Material from a pair of [M.gloves.name]."
|
||||
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
|
||||
suit_fibers += fibertext
|
||||
else if(M.w_uniform)
|
||||
fibertext = "Fibers from \a [M.w_uniform]."
|
||||
if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
|
||||
// "Added fibertext: [fibertext]"
|
||||
suit_fibers += fibertext
|
||||
if(M.gloves)
|
||||
fibertext = "Material from a pair of [M.gloves.name]."
|
||||
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
|
||||
suit_fibers += "Material from a pair of [M.gloves.name]."
|
||||
else if(M.gloves)
|
||||
fibertext = "Material from a pair of [M.gloves.name]."
|
||||
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
|
||||
suit_fibers += "Material from a pair of [M.gloves.name]."
|
||||
|
||||
/atom/proc/return_hiddenprints()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
. = D.hiddenprints
|
||||
|
||||
/atom/proc/return_blood_DNA()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
. = D.blood_DNA
|
||||
/atom/proc/add_hiddenprint(mob/living/M)
|
||||
if(!M || !M.key)
|
||||
return
|
||||
|
||||
/atom/proc/blood_DNA_length()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
. = length(D.blood_DNA)
|
||||
if(!fingerprintshidden) //Add the list if it does not exist
|
||||
fingerprintshidden = list()
|
||||
|
||||
/atom/proc/return_fibers()
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
. = D.fibers
|
||||
var/hasgloves = ""
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.gloves)
|
||||
hasgloves = "(gloves)"
|
||||
|
||||
var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
|
||||
if(!fingerprintshidden[M.key])
|
||||
fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
|
||||
else
|
||||
var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
|
||||
if(laststamppos)
|
||||
fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
|
||||
fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
|
||||
|
||||
fingerprintslast = M.ckey
|
||||
|
||||
/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
|
||||
if(length(fingerprints))
|
||||
. = AddComponent(/datum/component/forensics, fingerprints)
|
||||
|
||||
//Set ignoregloves to add prints irrespective of the mob having gloves on.
|
||||
/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
|
||||
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
|
||||
. = D.add_fingerprint(M, ignoregloves)
|
||||
if(!M || !M.key)
|
||||
return
|
||||
|
||||
/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
|
||||
if(length(fibertext))
|
||||
. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
|
||||
add_hiddenprint(M)
|
||||
|
||||
/atom/proc/add_fibers(mob/living/carbon/human/M)
|
||||
var/old = 0
|
||||
if(M.gloves && istype(M.gloves, /obj/item/clothing))
|
||||
var/obj/item/clothing/gloves/G = M.gloves
|
||||
old = length(G.return_blood_DNA())
|
||||
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
|
||||
if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
|
||||
G.transfer_blood--
|
||||
else if(M.bloody_hands > 1)
|
||||
old = length(M.return_blood_DNA())
|
||||
if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
|
||||
M.bloody_hands--
|
||||
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
|
||||
. = D.add_fibers(M)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
|
||||
if(length(hiddenprints))
|
||||
. = AddComponent(/datum/component/forensics, null, hiddenprints)
|
||||
add_fibers(H)
|
||||
|
||||
/atom/proc/add_hiddenprint(mob/living/M)
|
||||
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
|
||||
. = D.add_hiddenprint(M)
|
||||
if(H.gloves) //Check if the gloves (if any) hide fingerprints
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(G.transfer_prints)
|
||||
ignoregloves = TRUE
|
||||
|
||||
/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
|
||||
return FALSE
|
||||
if(!ignoregloves)
|
||||
H.gloves.add_fingerprint(H, TRUE) //ignoregloves = TRUE to avoid infinite loop.
|
||||
return
|
||||
|
||||
/obj/add_blood_DNA(list/dna)
|
||||
. = ..()
|
||||
if(length(dna))
|
||||
. = AddComponent(/datum/component/forensics, null, null, dna)
|
||||
|
||||
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
transfer_blood = rand(2, 4)
|
||||
|
||||
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
|
||||
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
|
||||
if(!B)
|
||||
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
|
||||
B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
|
||||
B.update_icon()
|
||||
return TRUE //we bloodied the floor
|
||||
|
||||
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
|
||||
if(wear_suit)
|
||||
wear_suit.add_blood_DNA(blood_dna)
|
||||
update_inv_wear_suit()
|
||||
else if(w_uniform)
|
||||
w_uniform.add_blood_DNA(blood_dna)
|
||||
update_inv_w_uniform()
|
||||
if(gloves)
|
||||
var/obj/item/clothing/gloves/G = gloves
|
||||
G.add_blood_DNA(blood_dna)
|
||||
else if(length(blood_dna))
|
||||
AddComponent(/datum/component/forensics, null, null, blood_dna)
|
||||
bloody_hands = rand(2, 4)
|
||||
if(head)
|
||||
head.add_blood_DNA(blood_dna)
|
||||
update_inv_head()
|
||||
else if(wear_mask)
|
||||
wear_mask.add_blood_DNA(blood_dna)
|
||||
update_inv_wear_mask()
|
||||
if(wear_neck)
|
||||
wear_neck.add_blood_DNA(blood_dna)
|
||||
update_inv_neck()
|
||||
update_inv_gloves() //handles bloody hands overlays and updating
|
||||
return TRUE
|
||||
LAZYINITLIST(fingerprints) //Add the list if it does not exist
|
||||
var/full_print = md5(H.dna.uni_identity)
|
||||
fingerprints[full_print] = full_print
|
||||
|
||||
/atom/proc/transfer_fingerprints_to(atom/A)
|
||||
A.add_fingerprint_list(return_fingerprints())
|
||||
A.add_hiddenprint_list(return_hiddenprints())
|
||||
A.fingerprintslast = fingerprintslast
|
||||
// Make sure everything are lists.
|
||||
LAZYINITLIST(A.fingerprints)
|
||||
LAZYINITLIST(A.fingerprintshidden)
|
||||
LAZYINITLIST(fingerprints)
|
||||
LAZYINITLIST(fingerprintshidden)
|
||||
|
||||
//to add blood dna info to the object's blood_DNA list
|
||||
/atom/proc/transfer_blood_dna(list/blood_dna)
|
||||
var/list/blood_DNA
|
||||
GET_COMPONENT(D, /datum/component/forensics)
|
||||
if(D)
|
||||
blood_DNA = D.blood_DNA
|
||||
if(!blood_DNA)
|
||||
blood_DNA = list()
|
||||
var/old_length = blood_DNA.len
|
||||
blood_DNA |= blood_dna
|
||||
if(blood_DNA.len > old_length)
|
||||
return TRUE//some new blood DNA was added
|
||||
|
||||
/atom/proc/blood_DNA_to_color()
|
||||
return
|
||||
|
||||
/obj/effect/decal/cleanable/blood/blood_DNA_to_color()
|
||||
var/list/colors = list()//first we make a list of all bloodtypes present
|
||||
for(var/bloop in Blood_DNA)
|
||||
if(colors[Blood_DNA[bloop]])
|
||||
colors[Blood_DNA[bloop]]++
|
||||
else
|
||||
colors[Blood_DNA[bloop]] = 1
|
||||
|
||||
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
|
||||
|
||||
/obj/item/clothing/blood_DNA_to_color()
|
||||
var/final_rgb = BLOOD_COLOR_HUMAN
|
||||
if(last_bloodtype)
|
||||
final_rgb = bloodtype_to_color(last_bloodtype)
|
||||
return final_rgb
|
||||
// Transfer
|
||||
if(fingerprints)
|
||||
A.fingerprints |= fingerprints.Copy() //detective
|
||||
if(fingerprintshidden)
|
||||
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
|
||||
A.fingerprintslast = fingerprintslast
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
/obj/item/evidencebag/attackby(obj/item/I, mob/user, params)
|
||||
if(evidencebagEquip(I, user))
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/item/evidencebag/handle_atom_del(atom/A)
|
||||
cut_overlays()
|
||||
@@ -25,12 +25,12 @@
|
||||
desc = initial(desc)
|
||||
|
||||
/obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
|
||||
if(!istype(I) || I.anchored == 1)
|
||||
if(!istype(I) || I.anchored == TRUE)
|
||||
return
|
||||
|
||||
if(istype(I, /obj/item/evidencebag))
|
||||
to_chat(user, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
|
||||
return 1 //now this is podracing
|
||||
return TRUE //now this is podracing
|
||||
|
||||
if(I.w_class > WEIGHT_CLASS_NORMAL)
|
||||
to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
|
||||
@@ -62,7 +62,7 @@
|
||||
desc = "An evidence bag containing [I]. [I.desc]"
|
||||
I.forceMove(src)
|
||||
w_class = I.w_class
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/obj/item/evidencebag/attack_self(mob/user)
|
||||
if(contents.len)
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
item_flags = NOBLUDGEON
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
var/scanning = 0
|
||||
var/scanning = FALSE
|
||||
var/list/log = list()
|
||||
var/range = 8
|
||||
var/view_check = TRUE
|
||||
@@ -30,7 +30,7 @@
|
||||
|
||||
/obj/item/detective_scanner/attack_self(mob/user)
|
||||
if(log.len && !scanning)
|
||||
scanning = 1
|
||||
scanning = TRUE
|
||||
to_chat(user, "<span class='notice'>Printing report, please wait...</span>")
|
||||
addtimer(CALLBACK(src, .proc/PrintReport), 100)
|
||||
else
|
||||
@@ -56,7 +56,7 @@
|
||||
|
||||
// Clear the logs
|
||||
log = list()
|
||||
scanning = 0
|
||||
scanning = FALSE
|
||||
|
||||
/obj/item/detective_scanner/afterattack(atom/A, mob/user, params)
|
||||
. = ..()
|
||||
@@ -70,7 +70,7 @@
|
||||
if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user))
|
||||
return
|
||||
|
||||
scanning = 1
|
||||
scanning = TRUE
|
||||
|
||||
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
|
||||
to_chat(user, "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>")
|
||||
@@ -80,14 +80,20 @@
|
||||
|
||||
//Make our lists
|
||||
var/list/fingerprints = list()
|
||||
var/list/blood = A.return_blood_DNA()
|
||||
var/list/fibers = A.return_fibers()
|
||||
var/list/blood = list()
|
||||
var/list/fibers = list()
|
||||
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
|
||||
@@ -96,7 +102,8 @@
|
||||
|
||||
else if(!ismob(A))
|
||||
|
||||
fingerprints = A.return_fingerprints()
|
||||
if(A.fingerprints && A.fingerprints.len)
|
||||
fingerprints = A.fingerprints.Copy()
|
||||
|
||||
// Only get reagents from non-mobs.
|
||||
if(A.reagents && A.reagents.reagent_list.len)
|
||||
@@ -115,40 +122,40 @@
|
||||
|
||||
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
|
||||
|
||||
var/found_something = 0
|
||||
var/found_something = FALSE
|
||||
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
|
||||
|
||||
// Fingerprints
|
||||
if(length(fingerprints))
|
||||
sleep(30)
|
||||
sleep(3 SECONDS)
|
||||
add_log("<span class='info'><B>Prints:</B></span>")
|
||||
for(var/finger in fingerprints)
|
||||
add_log("[finger]")
|
||||
found_something = 1
|
||||
found_something = TRUE
|
||||
|
||||
// Blood
|
||||
if (length(blood))
|
||||
sleep(30)
|
||||
sleep(3 SECONDS)
|
||||
add_log("<span class='info'><B>Blood:</B></span>")
|
||||
found_something = 1
|
||||
found_something = TRUE
|
||||
for(var/B in blood)
|
||||
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
|
||||
|
||||
//Fibers
|
||||
if(length(fibers))
|
||||
sleep(30)
|
||||
sleep(3 SECONDS)
|
||||
add_log("<span class='info'><B>Fibers:</B></span>")
|
||||
for(var/fiber in fibers)
|
||||
add_log("[fiber]")
|
||||
found_something = 1
|
||||
found_something = TRUE
|
||||
|
||||
//Reagents
|
||||
if(length(reagents))
|
||||
sleep(30)
|
||||
sleep(3 SECONDS)
|
||||
add_log("<span class='info'><B>Reagents:</B></span>")
|
||||
for(var/R in reagents)
|
||||
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
|
||||
found_something = 1
|
||||
found_something = TRUE
|
||||
|
||||
// Get a new user
|
||||
var/mob/holder = null
|
||||
@@ -164,10 +171,10 @@
|
||||
to_chat(holder, "<span class='notice'>You finish scanning \the [target_name].</span>")
|
||||
|
||||
add_log("---------------------------------------------------------", 0)
|
||||
scanning = 0
|
||||
scanning = FALSE
|
||||
return
|
||||
|
||||
/obj/item/detective_scanner/proc/add_log(msg, broadcast = 1)
|
||||
/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE)
|
||||
if(scanning)
|
||||
if(broadcast && ismob(loc))
|
||||
var/mob/M = loc
|
||||
|
||||
@@ -285,7 +285,8 @@
|
||||
drop.transfer_mob_blood_dna(src)
|
||||
return
|
||||
else
|
||||
temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
|
||||
LAZYINITLIST(temp_blood_DNA)
|
||||
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
|
||||
qdel(drop)//the drip is replaced by a bigger splatter
|
||||
else
|
||||
drop = new(T, get_static_viruses())
|
||||
|
||||
@@ -56,11 +56,10 @@
|
||||
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))
|
||||
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
|
||||
else if(FR && length(FR.blood_DNA))
|
||||
else if(length(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"
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
if(CONFIG_GET(flag/disable_stambuffer))
|
||||
togglesprint()
|
||||
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
|
||||
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood)))
|
||||
|
||||
|
||||
/mob/living/carbon/human/ComponentInitialize()
|
||||
@@ -689,9 +689,9 @@
|
||||
if(..())
|
||||
dropItemToGround(I)
|
||||
|
||||
/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
|
||||
if(strength < CLEAN_STRENGTH_BLOOD)
|
||||
return
|
||||
/mob/living/carbon/human/clean_blood(datum/source, strength)
|
||||
. = ..()
|
||||
// we've made our strength check already
|
||||
if(gloves)
|
||||
if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
|
||||
update_inv_gloves()
|
||||
|
||||
@@ -65,9 +65,8 @@
|
||||
FP.entered_dirs |= dir
|
||||
FP.bloodiness = S.bloody_shoes[S.blood_state]
|
||||
if(S.last_blood_DNA && S.last_bloodtype)
|
||||
FP.shoe_printer += list(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_DNA(S.return_blood_DNA())
|
||||
FP.update_icon()
|
||||
update_inv_shoes()
|
||||
//End bloody footprints
|
||||
|
||||
@@ -474,7 +474,8 @@
|
||||
if(isturf(next))
|
||||
if(bloodiness)
|
||||
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
|
||||
B.add_blood_DNA(return_blood_DNA())
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
B.blood_DNA |= blood_DNA.Copy()
|
||||
var/newdir = get_dir(next, loc)
|
||||
if(newdir == dir)
|
||||
B.setDir(newdir)
|
||||
|
||||
@@ -39,8 +39,9 @@
|
||||
add_blood_DNA(list("Non-human DNA" = "A+"))
|
||||
|
||||
/obj/effect/decal/cleanable/semen/replace_decal(obj/effect/decal/cleanable/semen/S)
|
||||
S.add_blood_DNA(return_blood_DNA())
|
||||
return ..()
|
||||
if(S.blood_DNA)
|
||||
blood_DNA |= S.blood_DNA.Copy()
|
||||
..()
|
||||
|
||||
/datum/reagent/consumable/femcum
|
||||
name = "Female Ejaculate"
|
||||
@@ -72,8 +73,9 @@
|
||||
add_blood_DNA(list("Non-human DNA" = "A+"))
|
||||
|
||||
/obj/effect/decal/cleanable/femcum/replace_decal(obj/effect/decal/cleanable/femcum/F)
|
||||
F.add_blood_DNA(return_blood_DNA())
|
||||
return ..()
|
||||
if(F.blood_DNA)
|
||||
blood_DNA |= F.blood_DNA.Copy()
|
||||
..()
|
||||
|
||||
/datum/reagent/consumable/femcum/reaction_turf(turf/T, reac_volume)
|
||||
if(!istype(T))
|
||||
|
||||
@@ -46,7 +46,6 @@
|
||||
#include "code\__DEFINES\flags.dm"
|
||||
#include "code\__DEFINES\food.dm"
|
||||
#include "code\__DEFINES\footsteps.dm"
|
||||
#include "code\__DEFINES\forensics.dm"
|
||||
#include "code\__DEFINES\hud.dm"
|
||||
#include "code\__DEFINES\integrated_electronics.dm"
|
||||
#include "code\__DEFINES\interaction_flags.dm"
|
||||
@@ -352,7 +351,6 @@
|
||||
#include "code\datums\components\empprotection.dm"
|
||||
#include "code\datums\components\footstep.dm"
|
||||
#include "code\datums\components\forced_gravity.dm"
|
||||
#include "code\datums\components\forensics.dm"
|
||||
#include "code\datums\components\infective.dm"
|
||||
#include "code\datums\components\jousting.dm"
|
||||
#include "code\datums\components\knockoff.dm"
|
||||
|
||||
Reference in New Issue
Block a user