diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index f88edcaa7e..50f6cdf968 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -255,7 +255,7 @@
f_name = "some "
else
f_name = "a "
- f_name += "stained [name]!"
+ f_name += "blood-stained [name]!"
to_chat(user, "[icon2html(src, user)] That's [f_name]")
@@ -366,11 +366,8 @@
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
- blood_color = BLOOD_COLOR_HUMAN
if(!blood_dna)
return FALSE
- if(M.blood_DNA.len)
- blood_color = M.blood_DNA_to_color()
return add_blood(blood_dna)
//to add blood onto something, with blood dna info to include.
@@ -383,30 +380,18 @@
/obj/item/add_blood(list/blood_dna)
if(!..())
return FALSE
-
- //if we haven't made our blood_overlay already
- if(!blood_overlay )
- add_blood_overlay()
-
- //apply the blood-splatter overlay if it isn't already in there
- if(!blood_DNA.len)
- overlays += blood_overlay
-
+ add_blood_overlay()
return TRUE //we applied blood to the item
/obj/item/proc/add_blood_overlay()
if(!blood_DNA.len)
return
- if(GLOB.blood_overlay_cache["[icon]" + icon_state])
- blood_overlay = GLOB.blood_overlay_cache["[icon]" + icon_state]
- return
if(initial(icon) && initial(icon_state))
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
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
- blood_overlay = image(I)
- GLOB.blood_overlay_cache["[icon]" + icon_state] = blood_overlay
+ add_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/add_blood(mob/living/carbon/M)
. = ..()
diff --git a/code/game/objects/effects/decals/cleanable/footprints.dm b/code/game/objects/effects/decals/cleanable/footprints.dm
deleted file mode 100644
index 14bf78108d..0000000000
--- a/code/game/objects/effects/decals/cleanable/footprints.dm
+++ /dev/null
@@ -1,201 +0,0 @@
-// The idea is to have 4 bits for coming and 4 for going.
-#define TRACKS_COMING_NORTH 1
-#define TRACKS_COMING_SOUTH 2
-#define TRACKS_COMING_EAST 4
-#define TRACKS_COMING_WEST 8
-#define TRACKS_GOING_NORTH 16
-#define TRACKS_GOING_SOUTH 32
-#define TRACKS_GOING_EAST 64
-#define TRACKS_GOING_WEST 128
-
-// 5 seconds
-#define TRACKS_CRUSTIFY_TIME 50
-
-// color-dir-dry
-var/global/list/image/fluidtrack_cache=list()
-
-/datum/fluidtrack
- var/direction=0
- var/basecolor=BLOOD_COLOR_HUMAN
- var/wet=0
- var/fresh=1
- var/crusty=0
- var/image/overlay
-
-/datum/fluidtrack/New(_direction,_color,_wet)
- src.direction=_direction
- src.basecolor=_color
-
-// Footprints, tire trails...
-/obj/effect/decal/cleanable/blood/tracks
- amount = 0
- random_icon_states = null
- var/dirs=0
- icon = 'icons/effects/fluidtracks.dmi'
- icon_state = ""
- var/coming_state="blood1"
- var/going_state="blood2"
- var/updatedtracks=0
- var/dryname = "dried fluid"
- var/drydesc = "diguesting dried fluid, where's the janitor?"
-
- // dir = id in stack
- var/list/setdirs=list(
- "1"=0,
- "2"=0,
- "4"=0,
- "8"=0,
- "16"=0,
- "32"=0,
- "64"=0,
- "128"=0
- )
-
- // List of laid tracks and their colors.
- var/list/datum/fluidtrack/stack=list()
-
- /**
- * Add tracks to an existing trail.
- *
- * @param DNA bloodDNA to add to collection.
- * @param comingdir Direction tracks come from, or 0.
- * @param goingdir Direction tracks are going to (or 0).
- * @param bloodcolor Color of the blood when wet.
- */
-/obj/effect/decal/cleanable/blood/tracks/proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor=BLOOD_COLOR_HUMAN)
- var/updated=0
- // Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
- var/realgoing=goingdir<<4
-
- // Current bit
- var/b=0
-
- // When tracks will start to dry out
- var/t=world.time + TRACKS_CRUSTIFY_TIME
- var/datum/fluidtrack/track
-
- // Process 4 bits
- for(var/bi=0;bi<4;bi++)
- b=1<>4
-
- if(track.overlay)
- track.overlay=null
- var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
- I.color = track.basecolor
-
- track.fresh=0
- track.overlay=I
- stack[stack_idx]=track
- overlays += I
- updatedtracks=0 // Clear our memory of updated tracks.
-
-/obj/effect/decal/cleanable/blood/tracks/shoeprints
- name = "wet shoeprints"
- dryname = "dried shoeprints"
- desc = "They look like still wet tracks left by footwear."
- drydesc = "They look like dried tracks left by footwear."
- coming_state = "shoe1"
- going_state = "shoe2"
-
-/obj/effect/decal/cleanable/blood/tracks/footprints
- name = "wet footprints"
- dryname = "dried footprints"
- desc = "They look like still wet tracks left by a foot."
- drydesc = "They look like dried tracks left by a foot."
- coming_state = "foot1"
- going_state = "foot2"
-
-/obj/effect/decal/cleanable/blood/tracks/snake
- name = "wet tracks"
- dryname = "dried tracks"
- desc = "They look like still wet tracks left by a giant snake."
- drydesc = "They look like dried tracks left by a giant snake."
- coming_state = "snake1"
- going_state = "snake2"
-
-/obj/effect/decal/cleanable/blood/tracks/paw
- name = "wet tracks"
- dryname = "dried tracks"
- desc = "They look like still wet tracks left by a mammal."
- drydesc = "They look like dried tracks left by a mammal."
- coming_state = "paw1"
- going_state = "paw2"
-
-/obj/effect/decal/cleanable/blood/tracks/claw
- name = "wet tracks"
- dryname = "dried tracks"
- desc = "They look like still wet tracks left by a reptile."
- drydesc = "They look like dried tracks left by a reptile."
- coming_state = "claw1"
- going_state = "claw2"
-
-/obj/effect/decal/cleanable/blood/tracks/wheels
- name = "wet tracks"
- dryname = "dried tracks"
- desc = "They look like still wet tracks left by wheels."
- drydesc = "They look like dried tracks left by wheels."
- coming_state = "wheels"
- going_state = ""
- gender = PLURAL
-
-/obj/effect/decal/cleanable/blood/tracks/body
- name = "wet trails"
- dryname = "dried trails"
- desc = "A still-wet trail left by someone crawling."
- drydesc = "A dried trail left by someone crawling."
- coming_state = "trail1"
- going_state = "trail2"
diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm
index b5d4aed357..711e792752 100644
--- a/code/game/objects/effects/decals/cleanable/humans.dm
+++ b/code/game/objects/effects/decals/cleanable/humans.dm
@@ -1,158 +1,35 @@
-#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
-#define BLOOD_SIZE_SMALL 1
-#define BLOOD_SIZE_MEDIUM 2
-#define BLOOD_SIZE_BIG 3
-#define BLOOD_SIZE_NO_MERGE -1
-
-var/global/list/image/splatter_cache=list()
-
/obj/effect/decal/cleanable/blood
name = "blood"
- desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
- gender = PLURAL
+ desc = "It's gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
- icon_state = "mfloor1"
+ icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
- generic_filth = TRUE
- persistent = TRUE
- appearance_flags = NO_CLIENT_COLOR
- var/base_icon = 'icons/effects/blood.dmi'
- var/list/viruses = list()
- var/basecolor=BLOOD_COLOR_HUMAN // Color when wet.
- var/list/datum/disease2/disease/virus2 = list()
- var/amount = 5
- var/drytime
- var/dryname = "dried blood"
- var/drydesc = "It's dry and crusty. Someone is not doing their job."
- var/blood_size = BLOOD_SIZE_MEDIUM // A relative size; larger-sized blood will not override smaller-sized blood, except maybe at mapload.
+ blood_state = BLOOD_STATE_BLOOD
+ color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
+ bloodiness = BLOOD_AMOUNT_PER_DECAL
-/obj/effect/decal/cleanable/blood/clean_blood()
- fluorescent = 0
- if(invisibility != 100)
- set_invisibility(100)
- amount = 0
- STOP_PROCESSING(SSobj, src)
- ..(ignore=1)
-/obj/effect/decal/cleanable/blood/hide()
- return
-
-/obj/effect/decal/cleanable/blood/Destroy()
- STOP_PROCESSING(SSobj, src)
- return ..()
-
-/obj/effect/decal/cleanable/blood/Initialize(mapload)
- . = ..()
- if(merge_with_blood(!mapload))
- return INITIALIZE_HINT_QDEL
- start_drying()
-
-// Returns true if overriden and needs deletion. If the argument is false, we will merge into any existing blood.
-/obj/effect/decal/cleanable/blood/proc/merge_with_blood(var/override = TRUE)
- . = FALSE
- if(blood_size == BLOOD_SIZE_NO_MERGE)
- return
- if(isturf(loc))
- for(var/obj/effect/decal/cleanable/blood/B in loc)
- if(B == src)
- continue
- if(B.blood_size == BLOOD_SIZE_NO_MERGE)
- continue
- if(override && blood_size >= B.blood_size)
- if (B.blood_DNA)
- blood_DNA |= B.blood_DNA.Copy()
- qdel(B)
- continue
- if(B.blood_DNA)
- B.blood_DNA |= blood_DNA.Copy()
- . = TRUE
-
-/obj/effect/decal/cleanable/blood/proc/start_drying()
- drytime = world.time + DRYING_TIME * (amount+1)
+/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
+ if (C.blood_DNA)
+ blood_DNA |= C.blood_DNA.Copy()
update_icon()
- START_PROCESSING(SSobj, src)
+ ..()
-/obj/effect/decal/cleanable/blood/Process()
- if(world.time > drytime)
- dry()
+/obj/effect/decal/cleanable/blood/transfer_blood_dna()
+ ..()
+ update_icon()
-/obj/effect/decal/cleanable/blood/on_update_icon()
- if(basecolor == "rainbow") basecolor = get_random_colour(1)
- color = basecolor
- if(basecolor == SYNTH_BLOOD_COLOUR)
- SetName("oil")
- desc = "It's black and greasy."
- else
- SetName(initial(name))
- desc = initial(desc)
-
-/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
- if (!istype(perp))
- return
- if(amount < 1)
- return
-
- var/obj/item/organ/external/l_foot = perp.get_organ(BP_L_FOOT)
- var/obj/item/organ/external/r_foot = perp.get_organ(BP_R_FOOT)
- var/hasfeet = 1
- if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump()))
- hasfeet = 0
- if(perp.shoes && !perp.buckled)//Adding blood to shoes
- var/obj/item/clothing/shoes/S = perp.shoes
- if(istype(S))
- S.blood_color = basecolor
- S.track_blood = max(amount,S.track_blood)
- if(!S.blood_overlay)
- S.add_blood_overlay()
- if(!S.blood_DNA)
- S.blood_DNA = list()
- S.blood_overlay.color = basecolor
- S.overlays += S.blood_overlay
- if(S.blood_overlay && S.blood_overlay.color != basecolor)
- S.blood_overlay.color = basecolor
- S.overlays.Cut()
- S.overlays += S.blood_overlay
- S.blood_DNA |= blood_DNA.Copy()
-
- else if (hasfeet)//Or feet
- perp.feet_blood_color = basecolor
- perp.track_blood = max(amount,perp.track_blood)
- if(!perp.feet_blood_DNA)
- perp.feet_blood_DNA = list()
- perp.feet_blood_DNA |= blood_DNA.Copy()
- else if (perp.buckled && istype(perp.buckled, /obj/structure/bed/chair/wheelchair))
- var/obj/structure/bed/chair/wheelchair/W = perp.buckled
- W.bloodiness = 4
-
- perp.update_inv_shoes(1)
- amount--
-
-/obj/effect/decal/cleanable/blood/proc/dry()
- name = dryname
- desc = drydesc
- color = adjust_brightness(color, -50)
- amount = 0
- STOP_PROCESSING(SSobj, src)
+/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
+ . = ..()
+ update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
color = blood_DNA_to_color()
-
-/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
- ..()
- if (amount && istype(user))
- if (user.gloves)
- return
- var/taken = rand(1,amount)
- amount -= taken
- to_chat(user, "You get some of \the [src] on your hands.")
- if (!user.blood_DNA)
- user.blood_DNA = list()
- user.blood_DNA |= blood_DNA.Copy()
- user.bloody_hands = taken
- user.hand_blood_color = basecolor
- user.update_inv_gloves(1)
+//obj/effect/decal/cleanable/blood/update_color()
+ // if(SEND_SIGNAL(COMSIG_BLOOD_COLOR) & COMPONENT_BLOCK_UPDATE_COLOR)
+ // return
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
@@ -167,273 +44,169 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
- amount = 2
- blood_size = BLOOD_SIZE_BIG
+/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
+ name = "blood"
+ icon_state = "ltrails_1"
+ desc = "Your instincts say you shouldn't be following these."
+ random_icon_states = null
+ var/list/existing_dirs = list()
+ color = BLOOD_COLOR_HUMAN
+ bloodiness = BLOOD_AMOUNT_PER_DECAL
-/obj/effect/decal/cleanable/blood/gibs
- name = "gibs"
- desc = "They look bloody and gruesome."
- icon_state = "gibbl5"
- layer = LOW_OBJ_LAYER
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
- blood_size = BLOOD_SIZE_NO_MERGE
- var/gib_overlay = FALSE
- var/slimy_gibs = FALSE
- var/body_colors = "#ffffff"
+/obj/effect/decal/cleanable/trail_holder/update_icon()
+ color = blood_DNA_to_color()
-/obj/effect/decal/cleanable/blood/gibs/proc/update_icon()
- var/image/giblets = new(base_icon, icon_state+ "-overlay", dir)
- var/image/giblets2 = new(base_icon, icon_state + "c-overlay", dir)
- giblets.color = body_colors
-
- var/icon/blood = new(base_icon,"[icon_state]",dir)
- if(basecolor == "rainbow") basecolor = get_random_colour(1)
- blood.Blend(basecolor,ICON_MULTIPLY)
-
- icon = blood
- overlays.Cut()
- if(gib_overlay)
- if(!slimy_gibs)
- add_overlay(giblets)
- else
- add_overlay(giblets)
- add_overlay(giblets2)
-
-/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
- return
-
-/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
- if(istype(L) && has_gravity(loc))
- if(ishuman(L))
- var/mob/living/carbon/human/H = L
- if(H.mind.assigned_role == "Detective") //Gumshoe perks yo
- playsound(loc, 'sound/effects/gib_step.ogg', 10, 1)
- else
- playsound(loc, 'sound/effects/gib_step.ogg', H.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
- else
- playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
+/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
+ update_icon()
-/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
- spawn (0)
- var/direction = pick(directions)
- for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
- sleep(3)
- if (i > 0)
- var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(loc)
- b.basecolor = src.basecolor
- b.update_icon()
- if (step_to(src, get_step(src, direction), 0))
- break
-
-/obj/effect/decal/cleanable/blood/gibs/start_drying()
- return
-
-/obj/effect/decal/cleanable/blood/gibs/merge_with_blood()
- return FALSE
-
-/obj/effect/decal/cleanable/blood/gibs/up
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/down
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/body
- random_icon_states = list("gibhead", "gibtorso")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/torso
- random_icon_states = list("gibtorso")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/limb
- random_icon_states = list("gibleg", "gibarm")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/core
- random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
- gib_overlay = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/old
- name = "old rotting gibs"
- desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
- bloodiness = 0
-
-/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
- . = ..()
- setDir(pick(1,2,4,8))
- icon_state += "-old"
- add_blood(list("Non-human DNA" = "A+"))
-
-/obj/effect/decal/cleanable/blood/drip
- name = "drips of blood"
- desc = "It's gooey."
- gender = PLURAL
- icon_state = "1"
- random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
- amount = 0
- var/list/drips
- blood_size = BLOOD_SIZE_SMALL
-
-/obj/effect/decal/cleanable/blood/drip/Initialize()
- . = ..()
- drips = list(icon_state)
-
-/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
+/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
-/obj/effect/decal/cleanable/blood/gibs/human
-
-/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
- . = ..()
- reagents.add_reagent("liquidgibs", 5)
- guts()
+/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
+ ..()
update_icon()
-/obj/effect/decal/cleanable/blood/gibs/human/up
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/human/down
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/human/body
- random_icon_states = list("gibhead", "gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/human/torso
- random_icon_states = list("gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/human/limb
- random_icon_states = list("gibleg", "gibarm")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-/obj/effect/decal/cleanable/blood/gibs/human/core
- random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
- gib_overlay = TRUE
- slimy_gibs = TRUE
-
-// Slime Gibs
-/obj/effect/decal/cleanable/blood/gibs/slime
- desc = "They look gooey and gruesome."
-
-/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
+/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
. = ..()
- reagents.add_reagent("liquidslimegibs", 5)
update_icon()
- guts()
-/obj/effect/decal/cleanable/blood/gibs/slime/up
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+//BLOODY FOOTPRINTS
+/obj/effect/decal/cleanable/blood/footprints/tracks
+ name = "tracks"
+ icon = 'icons/effects/fluidtracks.dmi'
+ icon_state = "nothingwhatsoever"
+ desc = "WHOSE FOOTPRINTS ARE THESE?"
+ random_icon_states = null
+ var/entered_dirs = 0
+ var/exited_dirs = 0
+ blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
+ var/print_state = FOOTPRINT_SHOE //the print state for different feet
+ var/list/shoe_types = list()
-/obj/effect/decal/cleanable/blood/gibs/slime/down
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/Crossed(atom/movable/O)
+ if(ishuman(O))
+ var/mob/living/carbon/human/H = O
+ var/obj/item/clothing/shoes/S = H.shoes
+ if(S && S.blood_smear[blood_state])
+ if(color != bloodtype_to_color(S.last_bloodtype))
+ return
+ S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
+ shoe_types |= S.type
+ if (!(entered_dirs & H.dir))
+ entered_dirs |= H.dir
+ update_icon()
-/obj/effect/decal/cleanable/blood/gibs/slime/body
- random_icon_states = list("gibhead", "gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+ else if(H && H.blood_smear[blood_state])
+ if(color != bloodtype_to_color(H.last_bloodtype))
+ return
+ H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
+ if (!(entered_dirs & H.dir))
+ entered_dirs |= H.dir
+ update_icon()
-/obj/effect/decal/cleanable/blood/gibs/slime/torso
- random_icon_states = list("gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
+ if(ishuman(O))
+ var/mob/living/carbon/human/H = O
+ var/obj/item/clothing/shoes/S = H.shoes
+ if(S && S.blood_smear[blood_state])
+ if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
+ return
+ S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
+ shoe_types |= S.type
+ if (!(exited_dirs & H.dir))
+ exited_dirs |= H.dir
+ update_icon()
-/obj/effect/decal/cleanable/blood/gibs/slime/limb
- random_icon_states = list("gibleg", "gibarm")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+ else if(H && H.blood_smear[blood_state])
+ if(color != bloodtype_to_color(H.last_bloodtype))//last entry - we check its color
+ return
+ H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
+ if (!(exited_dirs & H.dir))
+ exited_dirs |= H.dir
+ update_icon()
-/obj/effect/decal/cleanable/blood/gibs/slime/core
- random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
+ ..()
+ cut_overlays()
+ to_chat(world, "[src] called update_icon with [print_state]")
+ for(var/Ddir in GLOB.cardinals)
+ if(entered_dirs & Ddir)
+ var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"]
+ if(!bloodstep_overlay)
+ GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
+ add_overlay(bloodstep_overlay)
+ if(exited_dirs & Ddir)
+ var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"]
+ if(!bloodstep_overlay)
+ GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
+ add_overlay(bloodstep_overlay)
-/obj/effect/decal/cleanable/blood/gibs/synth
- desc = "They look sludgy and disgusting."
+ alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
-/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
+
+/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
. = ..()
- reagents.add_reagent("liquidsyntheticgibs", 5)
- update_icon()
- guts()
+ if(shoe_types.len && ishuman(user) && user.mind.assigned_role == "Detective") //gumshoe does the detective thing, not every fucking assistant
+ . += "You recognise the footprints as belonging to:\n"
+ for(var/shoe in shoe_types)
+ var/obj/item/clothing/shoes/S = shoe
+ . += "some [initial(S.name)] [icon2html(initial(S.icon), user)]\n"
-//IPCs
-/obj/effect/decal/cleanable/blood/gibs/ipc
- desc = "They look sharp yet oozing."
+ to_chat(user, .)
-/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
- . = ..()
- reagents.add_reagent("liquidoilgibs", 5)
- update_icon()
- guts()
+/obj/effect/decal/cleanable/blood/footprints/tracks/replace_decal(obj/effect/decal/cleanable/blood/footprints/tracks/C)
+ if(print_state != C.print_state) //We only replace footprints of the same type as us
+ return
+ if(color != C.color)
+ return
+ ..()
-/obj/effect/decal/cleanable/blood/gibs/ipc/guts()
- if(gib_overlay)
- var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-ipcoverlay", color = blood_color, layer = -LOW_OBJ_LAYER)
- var/mutable_appearance/gibz2 = mutable_appearance(icon, icon_state + "c-ipcoverlay", color = body_colors, layer = -LOW_OBJ_LAYER)
- if(!slimy_gibs)
- gibz.appearance_flags = RESET_COLOR
- add_overlay(gibz)
- else
- gibz.appearance_flags = RESET_COLOR
- add_overlay(gibz)
- add_overlay(gibz2)
+/obj/effect/decal/cleanable/blood/footprints/tracks/can_bloodcrawl_in()
+ if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
+ return TRUE
+ return FALSE
-/obj/effect/decal/cleanable/blood/gibs/ipc/up
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/shoe
+ name = "footprints"
+ desc = "They look like tracks left by footwear."
+ icon_state = FOOTPRINT_SHOE
+ print_state = FOOTPRINT_SHOE
-/obj/effect/decal/cleanable/blood/gibs/ipc/down
- random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/foot
+ name = "footprints"
+ desc = "They look like tracks left by a bare foot."
+ icon_state = FOOTPRINT_FOOT
+ print_state = FOOTPRINT_FOOT
-/obj/effect/decal/cleanable/blood/gibs/ipc/body
- random_icon_states = list("gibhead", "gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/snake
+ name = "tracks"
+ desc = "They look like tracks left by a giant snake."
+ icon_state = FOOTPRINT_SNAKE
+ print_state = FOOTPRINT_SNAKE
-/obj/effect/decal/cleanable/blood/gibs/ipc/torso
- random_icon_states = list("gibtorso")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/paw
+ name = "footprints"
+ desc = "They look like tracks left by paws."
+ icon_state = FOOTPRINT_PAW
+ print_state = FOOTPRINT_PAW
-/obj/effect/decal/cleanable/blood/gibs/ipc/limb
- random_icon_states = list("gibleg", "gibarm")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/claw
+ name = "footprints"
+ desc = "They look like tracks left by claws."
+ icon_state = FOOTPRINT_CLAW
+ print_state = FOOTPRINT_CLAW
-/obj/effect/decal/cleanable/blood/gibs/ipc/core
- random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
- gib_overlay = TRUE
- slimy_gibs = TRUE
+/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
+ name = "tracks"
+ desc = "They look like tracks left by wheels."
+ gender = PLURAL
+ icon_state = FOOTPRINT_WHEEL
+ print_state = FOOTPRINT_WHEEL
-/obj/effect/decal/cleanable/blood/gibs/synth
- desc = "They look sludgy and disgusting."
-
-/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
- . = ..()
- reagents.add_reagent("liquidsyntheticgibs", 5)
- update_icon()
- guts()
-
-#undef BLOOD_SIZE_SMALL
-#undef BLOOD_SIZE_MEDIUM
-#undef BLOOD_SIZE_BIG
-#undef BLOOD_SIZE_NO_MERGE
\ No newline at end of file
+/obj/effect/decal/cleanable/blood/footprints/tracks/body
+ name = "trails"
+ desc = "A trail left by something being dragged."
+ icon_state = FOOTPRINT_DRAG
+ print_state = FOOTPRINT_DRAG