[READY]Component Forensics and Item Blood OverlayS!

This commit is contained in:
oranges
2017-12-28 10:18:11 +13:00
committed by CitadelStationBot
parent a034383e15
commit 269208f687
57 changed files with 523 additions and 362 deletions
@@ -79,14 +79,11 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
S.add_blood_DNA(return_blood_DNA())
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
@@ -6,10 +6,13 @@
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
blood_DNA = list("UNKNOWN DNA" = "X*")
bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
@@ -62,4 +65,7 @@
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
blood_DNA = list("UNKNOWN DNA" = "X*")
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
. = ..()
add_blood_DNA(list("Unknown DNA" = "X*"))
@@ -4,13 +4,11 @@
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
add_blood_DNA(C.return_blood_DNA())
..()
/obj/effect/decal/cleanable/blood/old
@@ -21,7 +19,7 @@
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
blood_DNA["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")
@@ -37,11 +35,9 @@
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return 1
return TRUE
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
@@ -100,8 +96,7 @@
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+"
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
@@ -111,9 +106,8 @@
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return 1
return TRUE
//BLOODY FOOTPRINTS
@@ -151,7 +145,7 @@
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
cut_overlays()
@@ -30,9 +30,9 @@
digester.stomach_contents += gib
if(MobDNA)
gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
gib.blood_DNA["Non-human DNA"] = "A+"
gib.add_blood_DNA(list("Non-human DNA" = "A+"))
var/list/directions = gibdirections[i]
if(isturf(loc))
if(directions.len)
-14
View File
@@ -553,20 +553,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
/obj/item/clean_blood()
. = ..()
if(.)
if(initial(icon) && initial(icon_state))
var/index = blood_splatter_index()
var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
if(blood_splatter_icon)
cut_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/clean_blood()
. = ..()
if(.)
transfer_blood = 0
/obj/item/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FOUR)
+1 -1
View File
@@ -86,7 +86,7 @@
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
target.clean_blood()
target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
target.wash_cream()
return
@@ -139,8 +139,8 @@
else
icon_state = initial(icon_state)
/obj/item/device/radio/intercom/add_blood(list/blood_dna)
return 0
/obj/item/device/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!
/obj/item/wallframe/intercom
+2 -2
View File
@@ -20,8 +20,8 @@
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)
return 0
/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/transforming/energy/is_sharp()
return active * sharpness
+2 -2
View File
@@ -284,8 +284,8 @@
T.ChangeTurf(T.baseturf)
T.CalculateAdjacentTurfs()
/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
return 0
/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/curator_whip
name = "curator's whip"
-1
View File
@@ -23,7 +23,6 @@
/obj/item/mop/proc/clean(turf/A)
if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
A.clean_blood()
A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
for(var/obj/effect/O in A)
if(is_cleanable(O))
+4 -4
View File
@@ -336,10 +336,10 @@
else
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
blood_DNA = from.blood_DNA
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
add_blood_DNA(from.return_blood_DNA())
add_fingerprint_list(from.return_fingerprints())
add_hiddenprint_list(from.return_hiddenprints())
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
+1 -1
View File
@@ -213,5 +213,5 @@ 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
+1 -1
View File
@@ -293,7 +293,7 @@
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()//blood overlays get weird otherwise, because the sprite changes.
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna())
+6 -9
View File
@@ -296,8 +296,7 @@
/obj/machinery/shower/proc/wash_obj(obj/O)
O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
. = O.clean_blood()
. = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
if(isitem(O))
var/obj/item/I = O
@@ -310,7 +309,6 @@
var/turf/tile = loc
tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
tile.clean_blood()
for(var/obj/effect/E in tile)
if(is_cleanable(E))
qdel(E)
@@ -361,7 +359,7 @@
else if(H.w_uniform && wash_obj(H.w_uniform))
H.update_inv_w_uniform()
if(washgloves)
H.clean_blood()
H.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(H.shoes && washshoes && wash_obj(H.shoes))
H.update_inv_shoes()
if(H.wear_mask && washmask && wash_obj(H.wear_mask))
@@ -378,9 +376,9 @@
else
if(M.wear_mask && wash_obj(M.wear_mask))
M.update_inv_wear_mask(0)
M.clean_blood()
M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else
L.clean_blood()
L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
@@ -473,8 +471,7 @@
H.regenerate_icons()
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else
user.clean_blood()
user.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy)
@@ -530,7 +527,7 @@
busy = FALSE
return 1
busy = FALSE
O.clean_blood()
O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
O.acid_level = 0
create_reagents(5)
reagents.add_reagent(dispensedreagent, 5)