[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
+9 -1
View File
@@ -11,13 +11,21 @@
strip_delay = 20
equip_delay_other = 40
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/gloves/proc/clean_blood(strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
transfer_blood = 0
/obj/item/clothing/gloves/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
+1 -1
View File
@@ -20,7 +20,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
+1 -1
View File
@@ -15,7 +15,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
+1 -1
View File
@@ -12,7 +12,7 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/tie
+11 -6
View File
@@ -15,12 +15,16 @@
var/offset = 0
var/equipped_before_drop = FALSE
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
var/bloody = 0
if(blood_DNA)
bloody = 1
var/bloody = FALSE
IF_HAS_BLOOD_DNA(src)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
@@ -53,8 +57,9 @@
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/clean_blood()
..()
/obj/item/clothing/shoes/proc/clean_blood(strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))
@@ -62,4 +67,4 @@
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return 0
return FALSE
+1 -1
View File
@@ -14,7 +14,7 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
+1 -2
View File
@@ -19,10 +19,9 @@
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(blood_DNA)
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += accessory_overlay