Synthetics blood and greyscale blood effects
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@@ -1,31 +1,21 @@
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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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/obj/effect/decal/cleanable/blood/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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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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bloodiness = BLOOD_AMOUNT_PER_DECAL
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blood_state = BLOOD_STATE_XENO
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/xenoblood/Initialize()
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/obj/effect/decal/cleanable/blood/xenoblood/Initialize()
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. = ..()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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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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/obj/effect/decal/cleanable/blood/xenoblood/gibs
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name = "xeno gibs"
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desc = "Gnarly..."
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icon = 'icons/effects/blood.dmi'
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icon_state = "xgib1"
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layer = LOW_OBJ_LAYER
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions)
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/obj/effect/decal/cleanable/blood/xenoblood/xgibs/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), i++)
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@@ -35,37 +25,36 @@
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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/xgibs/ex_act()
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/obj/effect/decal/cleanable/blood/xenoblood/xgibs/ex_act()
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return
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/obj/effect/decal/cleanable/xenoblood/xgibs/up
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/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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/obj/effect/decal/cleanable/blood/xenoblood/gibs/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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/obj/effect/decal/cleanable/blood/xenoblood/gibs/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/effect/decal/cleanable/xenoblood/xgibs/torso
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/torso
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random_icon_states = list("xgibtorso")
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/obj/effect/decal/cleanable/xenoblood/xgibs/limb
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/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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/obj/effect/decal/cleanable/blood/xenoblood/gibs/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/xenoblood/xgibs/larva
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/larva
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random_icon_states = list("xgiblarva1", "xgiblarva2")
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/obj/effect/decal/cleanable/xenoblood/xgibs/larva/body
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/obj/effect/decal/cleanable/blood/xenoblood/gibs/larva/body
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random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
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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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/obj/effect/decal/cleanable/blood/xenoblood/tracks
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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/obj/effect/decal/cleanable/blood/xenoblood/tracks/Initialize()
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. = ..()
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add_blood_DNA(list("Unknown DNA" = "X*"))
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@@ -3,8 +3,9 @@
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desc = "It's red and gooey. Perhaps it's the chef's cooking?"
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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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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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blood_state = BLOOD_STATE_HUMAN
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color = BLOOD_COLOR_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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@@ -50,6 +51,7 @@
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layer = LOW_OBJ_LAYER
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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var/fleshcolor = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -58,6 +60,20 @@
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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/update_icon()
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var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
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if(!fleshcolor || fleshcolor == "rainbow")
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fleshcolor = "#[skintone2hex[random_skin_tone()]]"
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giblets.color = fleshcolor
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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if(basecolor == "rainbow") basecolor = "#[skintone2hex[random_skin_tone()]]"
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blood.Blend(basecolor,ICON_MULTIPLY)
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icon = blood
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overlays.Cut()
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overlays += giblets
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/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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