Update human_movement.dm

This commit is contained in:
Poojawa
2019-05-09 14:43:12 -05:00
parent 88831da8f4
commit 11c54f5fba
@@ -66,11 +66,13 @@
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.bloodmeme = S.bloodmeme
FP.update_icon()
update_inv_shoes()
//End bloody footprints
S.step_action()
else
if(!buckled)
if(!lying)
@@ -78,12 +80,11 @@
if(!has_gravity(loc))
return
var/turf/T = get_turf(src)
if(blood_smear && blood_smear[blood_state])
if(bloodiness)
var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
if (oldFP.blood_state == blood_state)
if (oldFP.color == color)
return
blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
else
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks(T)
if(DIGITIGRADE in dna.species.species_traits)
if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
@@ -105,30 +106,49 @@
else
FP.icon_state = FOOTPRINT_SHOE
FP.print_state = FOOTPRINT_SHOE
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.add_blood_DNA(return_blood_DNA())
FP.bloodmeme = bloodmeme
FP.update_icon()
var/newdir = get_dir(T, loc)
if(newdir == dir)
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
bloodiness--
else //we're on the floor, smear some stuff around
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/turf/T = get_turf(src)
if(blood_smear && blood_smear[blood_state])
if(bloodiness)
var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
if (oldFP.blood_state == blood_state)
if (oldFP.color == color)
return
blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
else
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
FP.icon_state = FOOTPRINT_DRAG
FP.print_state = FOOTPRINT_DRAG
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.add_blood_DNA(return_blood_DNA())
FP.bloodtrack = bloodtrack
FP.bloodmeme = bloodmeme
FP.update_icon()
var/newdir = get_dir(T, loc)
if(newdir == dir)
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
bloodiness--
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(dna.species.space_move(src))