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
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@@ -285,7 +285,8 @@
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drop.transfer_mob_blood_dna(src)
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return
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else
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temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
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LAZYINITLIST(temp_blood_DNA)
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temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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@@ -56,11 +56,10 @@
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if(!(I.item_flags & ABSTRACT))
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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"
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var/datum/component/forensics/FR = GetComponent(/datum/component/forensics)
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//gloves
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if(gloves && !(SLOT_GLOVES in obscured))
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msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
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else if(FR && length(FR.blood_DNA))
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else if(length(blood_DNA))
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var/hand_number = get_num_arms(FALSE)
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if(hand_number)
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msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
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@@ -32,7 +32,7 @@
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if(CONFIG_GET(flag/disable_stambuffer))
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togglesprint()
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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, /mob/living/carbon/human/clean_blood)))
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/mob/living/carbon/human/ComponentInitialize()
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@@ -689,9 +689,9 @@
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if(..())
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dropItemToGround(I)
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/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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/mob/living/carbon/human/clean_blood(datum/source, strength)
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. = ..()
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// we've made our strength check already
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if(gloves)
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if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
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update_inv_gloves()
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@@ -65,9 +65,8 @@
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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if(S.last_blood_DNA && S.last_bloodtype)
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FP.shoe_printer += list(S.last_blood_DNA = S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.add_blood_DNA(S.return_blood_DNA())
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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@@ -474,7 +474,8 @@
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if(isturf(next))
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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B.add_blood_DNA(return_blood_DNA())
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if(blood_DNA && blood_DNA.len)
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B.blood_DNA |= blood_DNA.Copy()
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var/newdir = get_dir(next, loc)
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if(newdir == dir)
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B.setDir(newdir)
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