get blood id is my foe now.
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@@ -229,13 +229,16 @@
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if(!(has_trait(TRAIT_NOCLONE)))
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return "blood"
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/mob/living/carbon/human/get_blood_id()
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if(dna.species.exotic_blood)
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return dna.species.exotic_blood
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else if((NOBLOOD in dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
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return null
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else
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return "blood"
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/mob/living/carbon/get_blood_id()
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var/mob/living/carbon/human/H = src
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for(var/bluhduh in GLOB.blood_types[H.dna.species.exotic_blood])
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if(!bluhduh)
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to_chat(world, "[H] has [H.dna.species.exotic_blood] for blood")
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return H.dna.species.exotic_blood
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else if((NOBLOOD in H.dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
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return null
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else
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return bluhduh
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// This is has more potential uses, and is probably faster than the old proc.
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/proc/get_safe_blood(bloodtype)
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@@ -5,10 +5,26 @@
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new /obj/effect/temp_visual/dust_animation(loc, "dust-h")
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/mob/living/carbon/human/spawn_gibs(with_bodyparts)
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if(with_bodyparts)
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new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
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if(isjellyperson(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/slimeperson(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/slimeperson/bodypartless(drop_location(), dna, get_static_viruses())
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if(isipcperson(src))
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new /obj/effect/gibspawner/ipc(drop_location(), dna, get_static_viruses())
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if(isxenoperson(src))
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if(with_bodyparts)
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new /obj/effect/gibspawner/xeno(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/xeno/bodypartless(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/human/bodypartless(drop_location(), dna, get_static_viruses())
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if(with_bodyparts)
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new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/human/bodypartless(drop_location(), dna, get_static_viruses())
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/mob/living/carbon/human/spawn_dust(just_ash = FALSE)
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if(just_ash)
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@@ -66,7 +66,6 @@
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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]
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FP.color = bloodtype_to_color(S.last_bloodtype)
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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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@@ -109,7 +108,6 @@
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.color = bloodtype_to_color(last_bloodtype)
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FP.update_icon()
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else //we're on the floor, smear some stuff around
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@@ -129,7 +127,6 @@
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.color = bloodtype_to_color(last_bloodtype)
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FP.update_icon()
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@@ -4,7 +4,7 @@
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id = "jelly"
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default_color = "00FF90"
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say_mod = "chirps"
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species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD)
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species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
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mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur") //CIT CHANGE
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default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None") //CIT CHANGE
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inherent_traits = list(TRAIT_TOXINLOVER)
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