initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,69 @@
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
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/obj/effect/decal/cleanable/xenoblood
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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var/list/viruses = list()
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blood_DNA = list("UNKNOWN DNA" = "X*")
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bloodiness = MAX_SHOE_BLOODINESS
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/xenoblood/Destroy()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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viruses = null
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return ..()
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/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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var/datum/disease/ND = D.Copy(1)
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b.viruses += ND
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ND.holder = b
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/xenoblood/xsplatter
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random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
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/obj/effect/decal/cleanable/xenoblood/xgibs
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name = "xeno gibs"
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desc = "Gnarly..."
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gender = PLURAL
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icon = 'icons/effects/blood.dmi'
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act()
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return
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/obj/effect/decal/cleanable/xenoblood/xgibs/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
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/obj/effect/decal/cleanable/xenoblood/xgibs/down
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
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/obj/effect/decal/cleanable/xenoblood/xgibs/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/effect/decal/cleanable/xenoblood/xgibs/limb
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random_icon_states = list("xgibleg", "xgibarm")
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/obj/effect/decal/cleanable/xenoblood/xgibs/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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blood_DNA = list("UNKNOWN DNA" = "X*")
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@@ -0,0 +1,193 @@
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/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's red and gooey. Perhaps it's the chef's cooking?"
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gender = PLURAL
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density = 0
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layer = ABOVE_NORMAL_TURF_LAYER
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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var/list/viruses = list()
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blood_DNA = list()
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blood_state = BLOOD_STATE_HUMAN
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/Destroy()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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viruses = null
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return ..()
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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..()
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/effect/decal/cleanable/blood/tracks
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icon_state = "tracks"
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desc = "They look like tracks left by wheels."
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gender = PLURAL
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random_icon_states = null
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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name = "blood"
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icon_state = "ltrails_1"
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desc = "Your instincts say you shouldn't be following these."
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return 1
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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icon = 'icons/effects/blood.dmi'
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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/obj/effect/decal/cleanable/blood/gibs/New()
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..()
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reagents.add_reagent("liquidgibs", 5)
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/obj/effect/decal/cleanable/blood/gibs/replace_decal(obj/effect/decal/cleanable/C)
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return
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
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set waitfor = 0
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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var/datum/disease/ND = D.Copy(1)
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b.viruses += ND
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ND.holder = b
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's red."
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gender = PLURAL
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icon_state = "1"
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random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
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bloodiness = 0
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var/drips = 1
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return 1
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints
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name = "footprints"
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icon = 'icons/effects/footprints.dmi'
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icon_state = "nothingwhatsoever"
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desc = "where might they lead?"
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gender = PLURAL
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random_icon_states = null
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var/entered_dirs = 0
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var/exited_dirs = 0
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blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
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var/list/shoe_types = list()
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/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.bloody_shoes[blood_state])
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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entered_dirs|= H.dir
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shoe_types |= H.shoes.type
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.bloody_shoes[blood_state])
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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exited_dirs|= H.dir
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shoe_types |= H.shoes.type
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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cut_overlays()
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for(var/Ddir in cardinal)
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if(entered_dirs & Ddir)
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var/image/I
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if(bloody_footprints_cache["entered-[blood_state]-[Ddir]"])
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I = bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
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else
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I = image(icon,"[blood_state]1",dir = Ddir)
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bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = I
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if(I)
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add_overlay(I)
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if(exited_dirs & Ddir)
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var/image/I
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if(bloody_footprints_cache["exited-[blood_state]-[Ddir]"])
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I = bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
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else
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I = image(icon,"[blood_state]2",dir = Ddir)
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bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = I
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if(I)
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add_overlay(I)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
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/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
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. = ..()
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if(shoe_types.len)
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. += "You recognise the footprints as belonging to:\n"
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for(var/shoe in shoe_types)
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var/obj/item/clothing/shoes/S = shoe
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. += "some <B>[initial(S.name)]</B> \icon[S]\n"
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user << .
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/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
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if(blood_state != C.blood_state) //We only replace footprints of the same type as us
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return
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..()
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/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return 1
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return 0
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@@ -0,0 +1,167 @@
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/obj/effect/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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gender = PLURAL
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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/obj/effect/decal/cleanable/ash/New()
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..()
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reagents.add_reagent("ash", 30)
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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icon_state = "dirt"
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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mouse_opacity = 0
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/obj/effect/decal/cleanable/flour
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name = "flour"
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desc = "It's still good. Four second rule!"
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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icon_state = "flour"
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/obj/effect/decal/cleanable/greenglow
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name = "glowing goo"
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desc = "Jeez. I hope that's not for lunch."
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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luminosity = 1
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icon_state = "greenglow"
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/obj/effect/decal/cleanable/greenglow/ex_act()
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return
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/obj/effect/decal/cleanable/cobweb
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name = "cobweb"
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desc = "Somebody should remove that."
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density = 0
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layer = OBJ_LAYER
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icon_state = "cobweb1"
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burntime = 1
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/obj/effect/decal/cleanable/cobweb/fire_act()
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qdel(src)
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/obj/effect/decal/cleanable/molten_item
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name = "gooey grey mass"
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desc = "It looks like a melted... something."
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density = 0
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layer = OBJ_LAYER
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icon = 'icons/obj/chemical.dmi'
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icon_state = "molten"
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/obj/effect/decal/cleanable/cobweb2
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name = "cobweb"
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desc = "Somebody should remove that."
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density = 0
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layer = OBJ_LAYER
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icon_state = "cobweb2"
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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name = "vomit"
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desc = "Gosh, how unpleasant."
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gender = PLURAL
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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icon = 'icons/effects/blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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var/list/viruses = list()
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/obj/effect/decal/cleanable/vomit/attack_hand(var/mob/user)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.dna.species.id == "fly")
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playsound(get_turf(src), 'sound/items/drink.ogg', 50, 1) //slurp
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H.visible_message("<span class='alert'>[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound.</span>")
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if(reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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if (istype(R, /datum/reagent/consumable))
|
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var/datum/reagent/consumable/nutri_check = R
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if(nutri_check.nutriment_factor >0)
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H.nutrition += nutri_check.nutriment_factor * nutri_check.volume
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reagents.remove_reagent(nutri_check.id,nutri_check.volume)
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reagents.trans_to(H, reagents.total_volume)
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qdel(src)
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/obj/effect/decal/cleanable/vomit/Destroy()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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viruses = null
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return ..()
|
||||
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/obj/effect/decal/cleanable/tomato_smudge
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name = "tomato smudge"
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desc = "It's red."
|
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density = 0
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layer = ABOVE_OPEN_TURF_LAYER
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||||
icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
|
||||
|
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/obj/effect/decal/cleanable/plant_smudge
|
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name = "plant smudge"
|
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density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("smashed_plant")
|
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/obj/effect/decal/cleanable/egg_smudge
|
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name = "smashed egg"
|
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desc = "Seems like this one won't hatch."
|
||||
density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
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||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
|
||||
|
||||
/obj/effect/decal/cleanable/pie_smudge //honk
|
||||
name = "smashed pie"
|
||||
desc = "It's pie cream from a cream pie."
|
||||
density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
|
||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
random_icon_states = list("smashed_pie")
|
||||
|
||||
/obj/effect/decal/cleanable/chem_pile
|
||||
name = "chemical pile"
|
||||
desc = "A pile of chemicals. You can't quite tell what's inside it."
|
||||
gender = PLURAL
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "ash"
|
||||
|
||||
/obj/effect/decal/cleanable/shreds
|
||||
name = "shreds"
|
||||
desc = "The shredded remains of what appears to be clothing."
|
||||
icon_state = "shreds"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
|
||||
|
||||
/obj/effect/decal/cleanable/shreds/New()
|
||||
pixel_x = rand(-5, 5)
|
||||
pixel_y = rand(-5, 5)
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/salt
|
||||
name = "salt pile"
|
||||
desc = "A sizable pile of table salt. Someone must be upset."
|
||||
icon = 'icons/effects/tomatodecal.dmi'
|
||||
icon_state = "salt_pile"
|
||||
@@ -0,0 +1,66 @@
|
||||
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris
|
||||
name = "robot debris"
|
||||
desc = "It's a useless heap of junk... <i>or is it?</i>"
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "gib1"
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
|
||||
blood_state = BLOOD_STATE_OIL
|
||||
bloodiness = MAX_SHOE_BLOODINESS
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
|
||||
set waitfor = 0
|
||||
var/direction = pick(directions)
|
||||
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
|
||||
sleep(3)
|
||||
if (i > 0)
|
||||
if (prob(40))
|
||||
new /obj/effect/decal/cleanable/oil/streak(src.loc)
|
||||
else if (prob(10))
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
if (step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/ex_act()
|
||||
return
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/limb
|
||||
random_icon_states = list("gibarm", "gibleg")
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
|
||||
|
||||
/obj/effect/decal/cleanable/oil
|
||||
name = "motor oil"
|
||||
desc = "It's black and greasy. Looks like Beepsky made another mess."
|
||||
gender = PLURAL
|
||||
density = 0
|
||||
layer = ABOVE_OPEN_TURF_LAYER
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "floor1"
|
||||
var/viruses = list()
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
blood_state = BLOOD_STATE_OIL
|
||||
bloodiness = MAX_SHOE_BLOODINESS
|
||||
|
||||
/obj/effect/decal/cleanable/oil/New()
|
||||
..()
|
||||
reagents.add_reagent("oil", 30)
|
||||
|
||||
/obj/effect/decal/cleanable/oil/Destroy()
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
viruses = null
|
||||
return ..()
|
||||
|
||||
/obj/effect/decal/cleanable/oil/streak
|
||||
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
|
||||
@@ -0,0 +1,85 @@
|
||||
/obj/effect/decal/cleanable
|
||||
var/list/random_icon_states = list()
|
||||
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
|
||||
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
|
||||
|
||||
/obj/effect/decal/cleanable/New()
|
||||
if (random_icon_states && length(src.random_icon_states) > 0)
|
||||
src.icon_state = pick(src.random_icon_states)
|
||||
create_reagents(300)
|
||||
if(src.loc && isturf(src.loc))
|
||||
for(var/obj/effect/decal/cleanable/C in src.loc)
|
||||
if(C != src && C.type == src.type)
|
||||
replace_decal(C)
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
|
||||
qdel(C)
|
||||
|
||||
/obj/effect/decal/cleanable/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/reagent_containers/glass) || istype(W, /obj/item/weapon/reagent_containers/food/drinks))
|
||||
if(src.reagents && W.reagents)
|
||||
. = 1 //so the containers don't splash their content on the src while scooping.
|
||||
if(!src.reagents.total_volume)
|
||||
user << "<span class='notice'>[src] isn't thick enough to scoop up!</span>"
|
||||
return
|
||||
if(W.reagents.total_volume >= W.reagents.maximum_volume)
|
||||
user << "<span class='notice'>[W] is full!</span>"
|
||||
return
|
||||
user << "<span class='notice'>You scoop up [src] into [W]!</span>"
|
||||
reagents.trans_to(W, reagents.total_volume)
|
||||
if(!reagents.total_volume) //scooped up all of it
|
||||
qdel(src)
|
||||
return
|
||||
if(W.is_hot()) //todo: make heating a reagent holder proc
|
||||
if(istype(W, /obj/item/clothing/mask/cigarette))
|
||||
return
|
||||
else
|
||||
var/hotness = W.is_hot()
|
||||
var/added_heat = (hotness / 100)
|
||||
src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
|
||||
src.reagents.handle_reactions()
|
||||
user << "<span class='notice'>You heat [src] with [W]!</span>"
|
||||
|
||||
/obj/effect/decal/cleanable/ex_act()
|
||||
if(reagents)
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
R.on_ex_act()
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/fire_act()
|
||||
if(reagents)
|
||||
reagents.chem_temp += 30
|
||||
reagents.handle_reactions()
|
||||
..()
|
||||
|
||||
|
||||
//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)
|
||||
var/obj/item/clothing/shoes/S = H.shoes
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
S.add_blood(blood_DNA)
|
||||
S.blood_state = blood_state
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
|
||||
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
|
||||
return bloodiness
|
||||
else
|
||||
return 0
|
||||
@@ -0,0 +1,62 @@
|
||||
/obj/effect/decal/cleanable/crayon
|
||||
name = "rune"
|
||||
desc = "Graffiti. Damn kids."
|
||||
icon = 'icons/effects/crayondecal.dmi'
|
||||
icon_state = "rune1"
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
var/do_icon_rotate = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/examine()
|
||||
set src in view(2)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/New(location, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
|
||||
..()
|
||||
loc = location
|
||||
|
||||
name = e_name
|
||||
desc = "A [name] vandalizing the station."
|
||||
if(type == "poseur tag")
|
||||
type = pick(gang_name_pool)
|
||||
|
||||
if(alt_icon)
|
||||
icon = alt_icon
|
||||
icon_state = type
|
||||
|
||||
if(rotation && do_icon_rotate)
|
||||
var/matrix/M = matrix()
|
||||
M.Turn(rotation)
|
||||
src.transform = M
|
||||
|
||||
color = main
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/gang
|
||||
layer = HIGH_OBJ_LAYER //Harder to hide
|
||||
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
|
||||
var/datum/gang/gang
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/gang/New(location, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0)
|
||||
if(!type || !G)
|
||||
qdel(src)
|
||||
|
||||
var/area/territory = get_area(location)
|
||||
var/color
|
||||
|
||||
gang = G
|
||||
color = G.color_hex
|
||||
icon_state = G.name
|
||||
G.territory_new |= list(territory.type = territory.name)
|
||||
|
||||
..(location, color, icon_state, e_name, rotation)
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/gang/Destroy()
|
||||
var/area/territory = get_area(src)
|
||||
|
||||
if(gang)
|
||||
gang.territory -= territory.type
|
||||
gang.territory_new -= territory.type
|
||||
gang.territory_lost |= list(territory.type = territory.name)
|
||||
return ..()
|
||||
@@ -0,0 +1,6 @@
|
||||
/obj/effect/decal
|
||||
name = "decal"
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/ex_act(severity, target)
|
||||
qdel(src)
|
||||
@@ -0,0 +1,33 @@
|
||||
/obj/effect/overlay/temp/point
|
||||
name = "pointer"
|
||||
icon = 'icons/mob/screen_gen.dmi'
|
||||
icon_state = "arrow"
|
||||
layer = POINT_LAYER
|
||||
duration = 25
|
||||
|
||||
/obj/effect/overlay/temp/point/New(atom/target, set_invis = 0)
|
||||
..()
|
||||
loc = get_turf(target)
|
||||
pixel_x = target.pixel_x
|
||||
pixel_y = target.pixel_y
|
||||
invisibility = set_invis
|
||||
|
||||
//Used by spraybottles.
|
||||
/obj/effect/decal/chempuff
|
||||
name = "chemicals"
|
||||
icon = 'icons/obj/chempuff.dmi'
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
layer = FLY_LAYER
|
||||
|
||||
/obj/effect/decal/sandeffect
|
||||
name = "sandy tile"
|
||||
icon = 'icons/turf/floors.dmi'
|
||||
icon_state = "sandeffect"
|
||||
layer = ABOVE_OPEN_TURF_LAYER
|
||||
|
||||
/obj/effect/decal/fakelattice
|
||||
name = "lattice"
|
||||
desc = "A lightweight support lattice."
|
||||
icon = 'icons/obj/smooth_structures/lattice.dmi'
|
||||
icon_state = "lattice"
|
||||
density = 1
|
||||
@@ -0,0 +1,17 @@
|
||||
/obj/effect/decal/remains
|
||||
name = "remains"
|
||||
gender = PLURAL
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
|
||||
/obj/effect/decal/remains/human
|
||||
desc = "They look like human remains. They have a strange aura about them."
|
||||
icon_state = "remains"
|
||||
|
||||
/obj/effect/decal/remains/xeno
|
||||
desc = "They look like the remains of something... alien. They have a strange aura about them."
|
||||
icon_state = "remainsxeno"
|
||||
|
||||
/obj/effect/decal/remains/robot
|
||||
desc = "They look like the remains of something mechanical. They have a strange aura about them."
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "remainsrobot"
|
||||
Reference in New Issue
Block a user