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
+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