Revert "lel"

This reverts commit 9e01a078ec.
This commit is contained in:
Poojawa
2019-06-06 19:40:08 -05:00
parent 6b82c985ae
commit 2e42656b6d
7 changed files with 65 additions and 44 deletions

View File

@@ -70,7 +70,6 @@
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
@@ -81,7 +80,6 @@
else
add_blood = bloodiness
bloodiness -= add_blood
to_chat(world, "S.blood_state is [S.blood_state], & blood smear state is [S.blood_smear[S.blood_state]]")
S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
@@ -96,7 +94,6 @@
else
add_blood = bloodiness
bloodiness -= add_blood
to_chat(world, "blood_state is [blood_state], & blood smear state is [H.blood_smear[blood_state]]")
H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
H.add_blood(blood_DNA)

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@@ -130,7 +130,7 @@
/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
..()
cut_overlays()
to_chat(world, "[src] called update_icon with [print_state]")
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"]

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@@ -194,44 +194,9 @@
if(O.obj_flags & FROZEN)
O.make_unfrozen()
if(isliving(A))
var/mob/living/M = A
if(ishuman(M))
var/mob/living/carbon/human/H = M
// Tracking blood
var/list/bloodDNA = null
var/bloodcolor=""
if(H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(istype(S))
S.step_action()
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
bloodcolor = S.blood_color
S.track_blood--
else
if(H.track_blood && H.feet_blood_DNA)
bloodDNA = H.feet_blood_DNA
bloodcolor = H.feet_blood_color
H.track_blood--
if (bloodDNA && H.species.get_move_trail(H))
src.AddTracks(H.species.get_move_trail(H),bloodDNA,H.dir,0,bloodcolor) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(istype(from) && from)
from.AddTracks(H.species.get_move_trail(H),bloodDNA,0,H.dir,bloodcolor) // Going
bloodDNA = null
/turf/proc/is_plasteel_floor()
return FALSE
/turf/open/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor=COLOR_BLOOD_HUMAN)
var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
if(!tracks)
tracks = new typepath(src)
tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor)
// A proc in case it needs to be recreated or badmins want to change the baseturfs
/turf/proc/assemble_baseturfs(turf/fake_baseturf_type)
var/static/list/created_baseturf_lists = list()

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@@ -41,6 +41,11 @@
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
var/last_blood_DNA = ""//same as last one
/obj/item/clothing/Initialize()
. = ..()
if(ispath(pocket_storage_component_path))

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@@ -1,16 +1,13 @@
/mob
var/bloody_hands = 0
var/track_blood = 0
var/feet_blood_color
var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
var/last_blood_DNA = ""//same as last one
var/bloody_feet = 0
/obj/item/clothing/gloves
var/transfer_blood = 0
/obj/item/clothing/shoes
var/track_blood = 0
var/transfer_blood = 0
/obj/item/reagent_containers/glass/rag

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@@ -43,6 +43,11 @@
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
var/last_blood_DNA = ""//same as last one
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/name_override //For temporary visible name changes
var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.

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@@ -46,6 +46,58 @@
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(src, NewLoc)
if(shoes)
if(!lying && !buckled)
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/obj/item/clothing/shoes/S = shoes
//Bloody footprints
var/turf/T = get_turf(src)
var/step_print = dna.species.get_move_trail(src)
if(S.blood_smear && S.blood_smear[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
return
S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.blood_smear[S.blood_state]
if(S.last_blood_DNA && S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
FP.update_icon()
update_inv_shoes()
//End bloody footprints
S.step_action()
else if(!shoes)
if(!buckled)
if(loc == NewLoc)
if(!has_gravity(loc))
return
//Bloody footprints without shoes
var/turf/T = get_turf(src)
var/step_print = dna.species.get_move_trail(src)
if(blood_smear && blood_smear[blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == bloodtype_to_color(last_bloodtype)))
return
blood_smear[blood_state] = max(0, blood_smear[blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear[blood_state]
if(last_blood_DNA && last_bloodtype)
FP.blood_DNA += list(last_blood_DNA = last_bloodtype)
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
FP.update_icon()
update_inv_shoes()
//End bloody footprints
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(dna.species.space_move(src))
return TRUE