reverts the add_blood back to add_blood_DNA

This commit is contained in:
Poojawa
2019-08-15 12:49:10 -05:00
parent 0290a46ddc
commit 264cbf8108
21 changed files with 51 additions and 47 deletions
+2 -2
View File
@@ -351,7 +351,7 @@
if(!new_blood_dna)
return FALSE
var/old_length = blood_DNA_length()
add_blood(new_blood_dna)
add_blood_DNA(new_blood_dna)
if(blood_DNA_length() == old_length)
return FALSE
return TRUE
@@ -361,7 +361,7 @@
var/list/blood_dna = M.get_blood_dna_list()
if(!blood_dna)
return FALSE
return add_blood(blood_dna)
return add_blood_DNA(blood_dna)
/atom/proc/wash_cream()
return TRUE
+1 -1
View File
@@ -326,7 +326,7 @@
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
//add_blood_DNA doesn't work for borgs/xenos, but add_blood_floor does.
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(DOOR_CRUSH_DAMAGE)
+7 -1
View File
@@ -95,6 +95,12 @@
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
gib()
@@ -271,4 +277,4 @@
..()
density = TRUE //because machinery/open_machine() sets it to 0
color_source = null
has_corgi = 0
has_corgi = 0
@@ -81,7 +81,7 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
S.add_blood(return_blood_DNA())
S.add_blood_DNA(return_blood_DNA())
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
@@ -35,7 +35,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
splat.add_blood(return_blood_DNA())
splat.add_blood_DNA(return_blood_DNA())
if(!step_to(src, get_step(src, direction), 0))
break
@@ -68,5 +68,5 @@
random_icon_states = null
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
add_blood(list("UNKNOWN DNA" = "X*"))
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
. = ..()
@@ -16,7 +16,7 @@
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
if(gibs_bloodtype)
add_blood(list("Non-human DNA" = gibs_bloodtype))
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype))
update_icon()
@@ -57,7 +57,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
splat.add_blood(return_blood_DNA())
splat.add_blood_DNA(return_blood_DNA())
if(!step_to(src, get_step(src, direction), 0))
break
@@ -9,7 +9,7 @@
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood(return_blood_DNA())
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
@@ -35,7 +35,7 @@
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
..()
icon_state += "-old"
add_blood(list("Non-human DNA" = "A+"))
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
@@ -74,7 +74,7 @@
digester.stomach_contents += gib
if(dna_to_add && dna_to_add.len)
gib.add_blood(dna_to_add)
gib.add_blood_DNA(dna_to_add)
gib.body_colors = body_coloring
gib.update_icon()
-2
View File
@@ -24,8 +24,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
max_integrity = 200
obj_flags = NONE
@@ -136,7 +136,7 @@
else
icon_state = initial(icon_state)
/obj/item/radio/intercom/add_blood(list/blood_dna)
/obj/item/radio/intercom/add_blood_DNA(list/blood_dna)
return FALSE
//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
+1 -1
View File
@@ -25,7 +25,7 @@
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/transforming/energy/is_sharp()
+1 -1
View File
@@ -369,7 +369,7 @@
else
shard.consume_turf(target)
/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/curator_whip
+1 -1
View File
@@ -389,7 +389,7 @@
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
add_blood(from.return_blood_DNA())
add_blood_DNA(from.return_blood_DNA())
add_fingerprint_list(from.return_fingerprints())
add_hiddenprint_list(from.return_hiddenprints())
fingerprintslast = from.fingerprintslast
+1 -1
View File
@@ -242,5 +242,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
else
return ..(M,user,heal_mode = FALSE)
/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
return FALSE
+14 -14
View File
@@ -44,11 +44,11 @@
var/obj/item/clothing/gloves/G = M.gloves
old = length(G.return_blood_DNA())
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
old = length(M.return_blood_DNA())
if(add_blood(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
M.bloody_hands--
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fibers(M)
@@ -61,46 +61,46 @@
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_hiddenprint(M)
/atom/proc/add_blood(list/dna) //ASSOC LIST DNA = BLOODTYPE
/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
return FALSE
/obj/add_blood(list/dna)
/obj/add_blood_DNA(list/dna)
. = ..()
if(length(dna))
. = AddComponent(/datum/component/forensics, null, null, dna)
/obj/item/clothing/gloves/add_blood(list/blood_dna, list/datum/disease/diseases)
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood(list/blood_dna, list/datum/disease/diseases)
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.add_blood(blood_dna) //give blood info to the blood decal.
B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
return TRUE //we bloodied the floor
/mob/living/carbon/human/add_blood(list/blood_dna, list/datum/disease/diseases)
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
if(wear_suit)
wear_suit.add_blood(blood_dna)
wear_suit.add_blood_DNA(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood(blood_dna)
w_uniform.add_blood_DNA(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood(blood_dna)
G.add_blood_DNA(blood_dna)
else if(length(blood_dna))
AddComponent(/datum/component/forensics, null, null, blood_dna)
bloody_hands = rand(2, 4)
if(head)
head.add_blood(blood_dna)
head.add_blood_DNA(blood_dna)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood(blood_dna)
wear_mask.add_blood_DNA(blood_dna)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood(blood_dna)
wear_neck.add_blood_DNA(blood_dna)
update_inv_neck()
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
+2 -2
View File
@@ -301,9 +301,9 @@
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
if(temp_blood_DNA)
if(isalien(src))
B.add_blood(list("UNKNOWN DNA" = "X*"))
B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
else
B.add_blood(temp_blood_DNA)
B.add_blood_DNA(temp_blood_DNA)
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
if(!(NOBLOOD in dna.species.species_traits))
@@ -64,7 +64,7 @@
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.add_blood(S.return_blood_DNA())
FP.add_blood_DNA(S.return_blood_DNA())
FP.update_icon()
update_inv_shoes()
//End bloody footprints
@@ -474,7 +474,7 @@
if(isturf(next))
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
B.add_blood(return_blood_DNA())
B.add_blood_DNA(return_blood_DNA())
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.setDir(newdir)
@@ -655,7 +655,7 @@
T.add_mob_blood(H)
var/list/blood_dna = H.get_blood_dna_list()
add_blood(blood_dna)
add_blood_DNA(blood_dna)
bloodiness += 4
// player on mulebot attempted to move
+1 -1
View File
@@ -170,7 +170,7 @@
if(iscarbon(user))
var/mob/living/carbon/C = user
user_dna = C.dna
B.add_blood(user_dna)
B.add_blood_DNA(user_dna)
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
return(BRUTELOSS)
@@ -42,12 +42,12 @@
C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
if(reac_volume >= 10 && istype(L))
L.add_blood(list(data["blood_DNA"] = data["blood_type"]))
L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
L.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/reaction_obj(obj/O, volume)
if(volume >= 3 && istype(O))
O.add_blood(list(data["blood_DNA"] = data["blood_type"]))
O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
O.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/on_new(list/data)