[READY]Component Forensics and Item Blood OverlayS!
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CitadelStationBot
parent
a034383e15
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269208f687
@@ -86,7 +86,7 @@
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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target.clean_blood()
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target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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target.wash_cream()
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return
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@@ -139,8 +139,8 @@
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else
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icon_state = initial(icon_state)
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/obj/item/device/radio/intercom/add_blood(list/blood_dna)
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return 0
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/obj/item/device/radio/intercom/add_blood_DNA(list/blood_dna)
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return FALSE
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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/obj/item/wallframe/intercom
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@@ -20,8 +20,8 @@
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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>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
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return 0
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/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
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return FALSE
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/obj/item/melee/transforming/energy/is_sharp()
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return active * sharpness
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@@ -284,8 +284,8 @@
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T.ChangeTurf(T.baseturf)
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T.CalculateAdjacentTurfs()
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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return 0
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/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
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return FALSE
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/obj/item/melee/curator_whip
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name = "curator's whip"
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@@ -23,7 +23,6 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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A.clean_blood()
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A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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for(var/obj/effect/O in A)
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if(is_cleanable(O))
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@@ -336,10 +336,10 @@
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else
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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blood_DNA = from.blood_DNA
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fingerprints = from.fingerprints
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fingerprintshidden = from.fingerprintshidden
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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add_blood_DNA(from.return_blood_DNA())
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add_fingerprint_list(from.return_fingerprints())
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add_hiddenprint_list(from.return_hiddenprints())
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fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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@@ -213,5 +213,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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return FALSE
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@@ -293,7 +293,7 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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clean_blood()//blood overlays get weird otherwise, because the sprite changes.
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(user.has_dna())
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