@@ -43,6 +43,11 @@
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var/bleed_rate = 0 //how much are we bleeding
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||||
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
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||||
var/last_blood_DNA = ""//same as last one
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/name_override //For temporary visible name changes
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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 @@
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_move(src, NewLoc)
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if(shoes)
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if(!lying && !buckled)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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||||
//Bloody footprints
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var/turf/T = get_turf(src)
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var/step_print = dna.species.get_move_trail(src)
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||||
if(S.blood_smear && S.blood_smear[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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||||
return
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S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
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||||
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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||||
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)
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||||
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
|
||||
FP.update_icon()
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||||
update_inv_shoes()
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||||
//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