I think I got it.
Also gibs should be better too.
This commit is contained in:
@@ -5,7 +5,7 @@
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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var/blood_color = BLOOD_COLOR_HUMAN
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var/blood_color
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -75,14 +75,6 @@
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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var/obj/item/clothing/shoes/S = H.shoes
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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S.blood_list_checks(src, R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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S.blood_list_checks(src, R.data["blood_type"])
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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@@ -96,29 +88,8 @@
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H.update_inv_shoes()
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else if(H.bloodiness && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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H.blood_list_checks(src, R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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H.blood_list_checks(src, R.data["blood_type"])
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var/add_blood = 0
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if(H.bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
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H.add_blood_DNA(return_blood_DNA())
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H.blood_state = blood_state
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update_icon()
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else
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color = blood_DNA_to_color()
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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if(H.bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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@@ -7,8 +7,7 @@
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/obj/effect/decal/cleanable/blood/xeno/Initialize()
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. = ..()
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if(!data)
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data = add_blood_DNA(list("donor"= "UNKNOWN DNA","bloodcolor" = BLOOD_COLOR_XENO, "blood_type"= "X*"))
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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@@ -65,5 +64,4 @@
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/obj/effect/decal/cleanable/blood/xeno/tracks/Initialize()
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. = ..()
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if(!data)
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data = add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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@@ -7,13 +7,16 @@
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mergeable_decal = FALSE
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var/gib_overlay = FALSE
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var/slimy_gibs = FALSE
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var/body_colors
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/obj/effect/decal/cleanable/blood/gibs/proc/guts()
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if(gib_overlay)
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var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-overlay")
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var/mutable_appearance/gibz2 = mutable_appearance(icon, icon_state + "c-overlay", color = body_colors)
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if(!slimy_gibs)
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gibz.appearance_flags = RESET_COLOR
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add_overlay(gibz)
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add_overlay(gibz2)
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return
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@@ -98,26 +101,32 @@
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/obj/effect/decal/cleanable/blood/gibs/human/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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// Slime Gibs
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/obj/effect/decal/cleanable/blood/gibs/slime
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@@ -5,13 +5,14 @@
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_HUMAN
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/data = ""
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(!data)
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C.data = add_blood_DNA(return_blood_DNA())
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if(bloodiness)
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if(C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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@@ -19,7 +20,6 @@
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return ..()
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obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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blood_list_checks(src, data["blood_type"])
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return TRUE
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/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
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@@ -27,16 +27,10 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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blood_list_checks(src, R.data["blood_type"])
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blood_color = blood_DNA_to_color(blood_mix_types)
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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blood_list_checks(src, R.data["blood_type"])
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blood_color = blood_DNA_to_color(blood_mix_types)
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GET_COMPONENT(D, /datum/component/forensics)
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if(!blood_color)
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blood_color = D.blood_mix_color
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color = blood_color
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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@@ -57,24 +51,12 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/data = ""
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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blood_list_checks(src, R.data["blood_type"])
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color = blood_DNA_to_color(blood_mix_types)
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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blood_list_checks(src, R.data["blood_type"])
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color = blood_DNA_to_color(blood_mix_types)
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else
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color = blood_DNA_to_color()
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GET_COMPONENT(D, /datum/component/forensics)
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color = D.blood_mix_color
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/obj/effect/cleanable/trail_holder/Initialize()
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. = ..()
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@@ -105,7 +87,6 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.blood_smear[blood_state])
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S.blood_list_checks(S, data["blood_type"])
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S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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@@ -113,8 +94,8 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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update_icon()
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else if(!H.bloodiness)
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H.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
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H.blood_list_checks(H, data["blood_type"])
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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@@ -126,7 +107,6 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.blood_smear[blood_state])
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S.blood_list_checks(S, data["blood_type"])
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S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(exited_dirs & H.dir))
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@@ -134,29 +114,30 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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update_icon()
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else if(!H.bloodiness)
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
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H.blood_list_checks(H, data["blood_type"])
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
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..()
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cut_overlays()
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for(var/Ddir in GLOB.cardinals)
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GET_COMPONENT(B, /datum/component/forensics)
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if(entered_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
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GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir, color = B.blood_mix_color)
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add_overlay(bloodstep_overlay)
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if(exited_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
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GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir, color = B.blood_mix_color)
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add_overlay(bloodstep_overlay)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
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color = blood_DNA_to_color(blood_mix_types)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
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/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
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. = ..()
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@@ -33,29 +33,27 @@
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var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
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to_chat(world, "Attempting to add DNA to pass to gibs")
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var/body_coloring
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if(source_mob)
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to_chat(world, "We got a source mob, [source_mob]")
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dna_to_add = source_mob.get_blood_dna_list() //ez pz
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if(ishuman(source_mob))
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var/mob/living/carbon/human/H = source_mob
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if(H.dna.species.use_skintones)
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body_coloring = skintone2hex(H.skin_tone)
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else
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body_coloring = "#[H.dna.features["mcolor"]]"
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else if(gib_mob_type)
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to_chat(world, "We got a mob type, [gib_mob_type]")
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var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
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if(gib_mob_species)
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to_chat(world, "We got a mob species too, [gib_mob_species]")
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if(ishuman(temp_mob))
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to_chat(world, "it's a human type mob for sure")
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var/mob/living/carbon/human/H = temp_mob
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H.set_species(gib_mob_species)
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if(isjellyperson(H))
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H.dna.blood_type = "GEL"
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if(isipcperson(H))
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H.dna.blood_type = "HF"
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if(isxenoperson(H))
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H.dna.blood_type = "X*"
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if(islizard(H))
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H.dna.blood_type = "L"
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to_chat(world, "temp_mob is a [H.dna.species]")
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dna_to_add = temp_mob.get_blood_dna_list()
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if(H.dna.species.use_skintones)
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body_coloring = skintone2hex(H.skin_tone)
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else
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body_coloring = "#[H.dna.features["mcolor"]]"
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qdel(H)
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else
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dna_to_add = temp_mob.get_blood_dna_list()
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@@ -78,6 +76,7 @@
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gib.add_blood_DNA(dna_to_add)
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// color them properly, please.
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gib.body_colors = body_coloring
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gib.update_icon()
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var/list/directions = gibdirections[i]
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Reference in New Issue
Block a user