@@ -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)
|
||||
|
||||
@@ -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]"]
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user