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