[READY]Component Forensics and Item Blood OverlayS!
This commit is contained in:
committed by
CitadelStationBot
parent
a034383e15
commit
269208f687
@@ -252,8 +252,7 @@
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drop.transfer_mob_blood_dna(src)
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return
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else
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temp_blood_DNA = list()
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temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
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temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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@@ -266,7 +265,7 @@
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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B.add_blood_DNA(temp_blood_DNA)
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -278,7 +277,7 @@
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var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents
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if(!B)
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B = new(T)
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B.blood_DNA["UNKNOWN DNA"] = "X*"
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B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
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if(!T)
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@@ -11,21 +11,18 @@
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if (handcuffed)
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msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
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if (head)
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msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [src.head] on [t_his] head. \n"
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msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head. \n"
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if (wear_mask)
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msg += "[t_He] [t_is] wearing [icon2html(wear_mask, user)] \a [src.wear_mask] on [t_his] face.\n"
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msg += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face.\n"
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if (wear_neck)
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msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n"
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & ABSTRACT_1))
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if(I.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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if (back)
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msg += "[t_He] [t_has] [icon2html(back, user)] \a [src.back] on [t_his] back.\n"
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msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
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var/appears_dead = 0
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if (stat == DEAD)
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appears_dead = 1
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@@ -21,54 +21,30 @@
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if(U.attached_accessory)
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accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
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if(w_uniform.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(w_uniform, user)] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(w_uniform, user)] \a [w_uniform][accessory_msg].\n"
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msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
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//head
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if(head)
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if(head.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [head] on [t_his] head.\n"
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msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
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//suit/armor
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if(wear_suit)
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if(wear_suit.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(wear_suit, user)] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(wear_suit, user)] \a [wear_suit].\n"
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msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
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//suit/armor storage
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if(s_store)
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if(s_store.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] carrying [icon2html(s_store, user)] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] carrying [icon2html(s_store, user)] \a [s_store] on [t_his] [wear_suit.name].\n"
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msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
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//back
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if(back)
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if(back.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(back, user)] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(back, user)] \a [back] on [t_his] back.\n"
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msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
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//Hands
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & ABSTRACT_1))
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if(I.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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GET_COMPONENT(FR, /datum/component/forensics)
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//gloves
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if(gloves && !(slot_gloves in obscured))
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if(gloves.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(gloves, user)] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(gloves, user)] \a [gloves] on [t_his] hands.\n"
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else if(blood_DNA)
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msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
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else if(FR && length(FR.blood_DNA))
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var/hand_number = get_num_arms()
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if(hand_number)
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msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
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@@ -84,42 +60,30 @@
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//belt
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if(belt)
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if(belt.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(belt, user)] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(belt, user)] \a [belt] about [t_his] waist.\n"
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msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
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//shoes
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if(shoes && !(slot_shoes in obscured))
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if(shoes.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(shoes, user)] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(shoes, user)] \a [shoes] on [t_his] feet.\n"
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msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
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//mask
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if(wear_mask && !(slot_wear_mask in obscured))
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if(wear_mask.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(wear_mask, user)] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(wear_mask, user)] \a [wear_mask] on [t_his] face.\n"
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msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
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if (wear_neck && !(slot_neck in obscured))
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msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n"
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
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//eyes
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if(glasses && !(slot_glasses in obscured))
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if(glasses.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(glasses, user)] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(glasses, user)] \a [glasses] covering [t_his] eyes.\n"
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msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
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//ears
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if(ears && !(slot_ears in obscured))
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msg += "[t_He] [t_has] [icon2html(ears, user)] \a [ears] on [t_his] ears.\n"
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msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
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//ID
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if(wear_id)
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msg += "[t_He] [t_is] wearing [icon2html(wear_id, user)] \a [wear_id].\n"
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msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
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//Jitters
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switch(jitteriness)
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@@ -25,6 +25,7 @@
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create_internal_organs() //most of it is done in set_species now, this is only for parent call
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handcrafting = new()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT), CALLBACK(src, .proc/clean_blood))
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. = ..()
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@@ -683,19 +684,18 @@
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if(..())
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dropItemToGround(I)
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/mob/living/carbon/human/clean_blood()
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var/mob/living/carbon/human/H = src
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if(H.gloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves()
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/mob/living/carbon/human/proc/clean_blood(strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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if(gloves)
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if(gloves.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
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update_inv_gloves()
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else
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..() // Clear the Blood_DNA list
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves()
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if(bloody_hands)
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bloody_hands = 0
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update_inv_gloves()
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update_icons() //apply the now updated overlays to the mob
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/mob/living/carbon/human/wash_cream()
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if(creamed) //clean both to prevent a rare bug
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cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard"))
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@@ -51,8 +51,7 @@
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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if(S.blood_DNA && S.blood_DNA.len)
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FP.transfer_blood_dna(S.blood_DNA)
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FP.add_blood_DNA(S.return_blood_DNA())
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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@@ -175,7 +175,8 @@ There are several things that need to be remembered:
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var/obj/screen/inventory/inv = hud_used.inv_slots[slot_gloves]
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inv.update_icon()
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if(!gloves && blood_DNA)
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GET_COMPONENT(FR, /datum/component/forensics)
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if(!gloves && FR && length(FR.blood_DNA))
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER)
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if(get_num_arms() < 2)
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if(has_left_hand())
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@@ -472,8 +472,7 @@
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if(isturf(next))
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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if(blood_DNA && blood_DNA.len)
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B.blood_DNA |= blood_DNA.Copy()
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B.add_blood_DNA(return_blood_DNA())
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var/newdir = get_dir(next, loc)
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if(newdir == dir)
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B.setDir(newdir)
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@@ -655,8 +654,7 @@
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T.add_mob_blood(H)
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var/list/blood_dna = H.get_blood_dna_list()
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if(blood_dna)
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transfer_blood_dna(blood_dna)
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add_blood_DNA(blood_dna)
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bloodiness += 4
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// player on mulebot attempted to move
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@@ -177,24 +177,15 @@
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//Hands
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & ABSTRACT_1))
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if(I.blood_DNA)
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msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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//Internal storage
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if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1))
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if(internal_storage.blood_DNA)
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msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
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else
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msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
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msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
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//Cosmetic hat - provides no function other than looks
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if(head && !(head.flags_1&ABSTRACT_1))
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if(head.blood_DNA)
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msg += "<span class='warning'>It is wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on its head!</span>\n"
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else
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msg += "It is wearing [icon2html(head, user)] \a [head] on its head.\n"
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msg += "It is wearing [head.get_examine_string(user)] on its head.\n"
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//Braindead
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if(!client && stat != DEAD)
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@@ -31,16 +31,9 @@
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & ABSTRACT_1))
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if(I.blood_DNA)
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msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
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if(internal_storage && !(internal_storage.flags_1&ABSTRACT_1))
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if(internal_storage.blood_DNA)
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msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
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else
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msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
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msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
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msg += "*---------*</span>"
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to_chat(user, msg)
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else
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@@ -173,6 +173,6 @@
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qdel(target)
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return TRUE
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var/atom/movable/M = target
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M.clean_blood()
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M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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visible_message("[src] polishes \the [target].")
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return TRUE
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