progress, just need to fiddle with footprints again

This commit is contained in:
Poojawa
2019-05-07 13:23:49 -05:00
parent d14943d4b0
commit 69eca2ae4b
19 changed files with 196 additions and 81 deletions
+9
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@@ -112,6 +112,15 @@ GLOBAL_LIST_INIT(paw_taurs, list(
"Tiger"
))
GLOBAL_LIST_INIT(blood_id_types, list(
"blood" = /datum/reagent/blood/human,
"syntheticblood" = /datum/reagent/blood/synthetics,
"xenoblood" = /datum/reagent/blood/xenomorph,
"oilblood" = /datum/reagent/blood/oil,
"jellyblood" = /datum/reagent/blood/jellyblood
))
//Crew objective and miscreants stuff
GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
+2 -2
View File
@@ -28,8 +28,8 @@
var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(I.blood_DNA_to_color(), ICON_MULTIPLY) //Color the blood with our dna stuff
pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
GET_COMPONENT(D, /datum/component/forensics)
blood_splatter_icon.Blend(D.blood_DNA_to_color(), ICON_MULTIPLY)
blood_splatter_appearances[index] = pic
return TRUE
+27 -3
View File
@@ -11,6 +11,7 @@
blood_DNA = blood_DNA | F.blood_DNA
fibers = fibers | F.fibers
check_blood()
blood_DNA_to_color()
return ..()
/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers)
@@ -21,6 +22,7 @@
blood_DNA = new_blood_DNA
fibers = new_fibers
check_blood()
blood_DNA_to_color()
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act)
/datum/component/forensics/proc/wipe_fingerprints()
@@ -32,8 +34,6 @@
/datum/component/forensics/proc/wipe_blood_DNA()
blood_DNA = null
if(isitem(parent))
qdel(parent.GetComponent(/datum/component/decal/blood))
return TRUE
/datum/component/forensics/proc/wipe_fibers()
@@ -149,6 +149,7 @@
for(var/i in dna)
blood_DNA[i] = dna[i]
check_blood()
blood_DNA_to_color()
return TRUE
/datum/component/forensics/proc/check_blood()
@@ -156,4 +157,27 @@
return
if(!length(blood_DNA))
return
parent.LoadComponent(/datum/component/decal/blood)
/datum/component/forensics/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
else
colors[blood_DNA[bloop]] = 1
var/final_rgb = "#940000"
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = bloodtype_to_color(colors[1])
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
sum += tmp
i++
return final_rgb
+42 -27
View File
@@ -35,7 +35,7 @@
var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
var/rad_insulation = RAD_NO_INSULATION
var/list/blood_DNA //reee dirty hack till Kevin tells me how to inherit this shit
var/icon/blood_splatter_icon
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
@@ -319,22 +319,24 @@
//returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
/mob/living/proc/get_blood_dna_list()
if(get_blood_id() != "blood")
return
return list("donor"= "ANIMAL","bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"="Y-")
for(var/bluhduh in GLOB.blood_types)
if(get_blood_id() != bluhduh)
return
return list("ANIMAL DNA" = "Y-")
/mob/living/carbon/get_blood_dna_list()
if(get_blood_id() != "blood")
return
var/list/blood_dna = list()
if(dna)
blood_dna[dna.unique_enzymes] = dna.blood_type
else
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
for(var/bluhduh in GLOB.blood_types)
if(get_blood_id() != bluhduh)
return
var/list/blood_dna = list()
if(dna)
blood_dna = get_blood_data(bluhduh)
else
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
/mob/living/carbon/alien/get_blood_dna_list()
return list("donor"= "UNKNOWN DNA","bloodcolor" = BLOOD_COLOR_XENO, "blood_type"= "X*")
return list("UNKNOWN DNA" = "X*")
//to add a mob's dna info into an object's blood_DNA list.
/atom/proc/transfer_mob_blood_dna(mob/living/L)
@@ -348,15 +350,6 @@
return FALSE
return TRUE
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna)
if(!blood_DNA)
blood_DNA = list()
var/old_length = blood_DNA_length()
blood_DNA |= blood_dna
if(blood_DNA_length() > old_length)
return TRUE//some new blood DNA was added
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
@@ -364,15 +357,37 @@
return FALSE
return add_blood_DNA(blood_dna)
//to add blood onto something, with blood dna info to include.
/atom/proc/add_blood(list/blood_dna)
return FALSE
/obj/item/add_blood(list/blood_dna)
if(!..())
return FALSE
add_blood_overlay()
return TRUE //we applied blood to the item
/obj/item/proc/add_blood_overlay()
GET_COMPONENT(D, /datum/component/forensics)
if(!D.blood_DNA.len)
return
if(initial(icon) && initial(icon_state))
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
add_overlay(blood_splatter_icon)
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
GET_COMPONENT(D, /datum/component/forensics)
for(var/bloop in D.blood_DNA)
if(colors[D.blood_DNA[bloop]])
colors[D.blood_DNA[bloop]]++
else
colors[blood_DNA[bloop]] = 1
colors[D.blood_DNA[bloop]] = 1
var/final_rgb = color
var/final_rgb = "#940000"
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
@@ -74,6 +74,14 @@
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
var/obj/item/clothing/shoes/S = H.shoes
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data)
var/blood_type_meme = R.data["blood_type"]
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
if(blood_type_meme)
S.last_bloodtype = blood_type_meme
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
@@ -86,6 +94,26 @@
update_icon()
H.update_inv_shoes()
else if(H && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
var/blood_type_meme = R.data["blood_type"]
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
if(blood_type_meme)
H.last_bloodtype = blood_type_meme
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
H.add_blood_DNA(return_blood_DNA())
H.blood_state = blood_state
update_icon()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
@@ -9,7 +9,6 @@
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_XENO
blood_DNA = list()
/obj/effect/decal/cleanable/blood/xenoblood/Initialize()
. = ..()
@@ -6,12 +6,14 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
blood_DNA = list()
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
AddComponent(/datum/component/forensics)
update_icon()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
update_icon()
..()
@@ -23,7 +25,11 @@
update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
color = blood_DNA_to_color()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
@@ -34,7 +40,7 @@
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
add_blood_DNA(list("donor"= "Non-human DNA", "blood_type"= "A+", "bloodcolor" = color))
add_blood_DNA(list("blood_type"= "A+", "bloodcolor" = color))
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
@@ -50,13 +56,17 @@
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/update_icon()
color = blood_DNA_to_color()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
AddComponent(/datum/component/forensics)
update_icon()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
@@ -103,8 +113,11 @@
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
var/obj/effect/decal/cleanable/blood/splatter/splat = new(loc)
splat.transfer_blood_dna(blood_DNA)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
@@ -172,24 +185,44 @@
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(H.last_bloodtype)
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
else
H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(H.last_bloodtype)
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
else
H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
@@ -11,6 +11,7 @@
/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases)
. = ..()
AddComponent(/datum/component/forensics)
if(gibtypes.len != gibamounts.len)
stack_trace("Gib list amount length mismatch!")
+2 -1
View File
@@ -30,7 +30,8 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = D.blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()
+2 -1
View File
@@ -47,7 +47,8 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = D.blood_DNA_to_color())
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
..()
+2 -1
View File
@@ -18,7 +18,8 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = D.blood_DNA_to_color())
/obj/item/clothing/mask/equipped(mob/user, slot)
..()
+2 -8
View File
@@ -44,12 +44,6 @@
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_mob_blood_dna(list/blood_dna)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
@@ -63,9 +57,9 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = bloodtype_to_color(last_bloodtype))
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = bloodtype_to_color(last_bloodtype))
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
+3 -2
View File
@@ -61,10 +61,11 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
GET_COMPONENT(D, /datum/component/forensics)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
+2 -1
View File
@@ -23,7 +23,8 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = D.blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
+5 -4
View File
@@ -138,7 +138,7 @@
if(iscarbon(AM))
var/mob/living/carbon/C = AM
for(var/bluhduh in GLOB.blood_types[blood_id])
for(var/datum/reagent/blood/bluhduh in GLOB.blood_types[blood_id])
if(blood_id == C.get_blood_id())//both mobs have the same blood substance
if(bluhduh) //actual blood reagent
if(blood_data["viruses"])
@@ -171,7 +171,7 @@
return
/mob/living/carbon/get_blood_data(blood_id)
for(var/bluhduh in GLOB.blood_types[blood_id])
for(var/datum/reagent/blood/bluhduh in GLOB.blood_types[blood_id])
if(bluhduh) //actual blood reagent
var/blood_data = list()
//set the blood data
@@ -183,6 +183,7 @@
blood_data["viruses"] += D.Copy()
blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
if(disease_resistances && disease_resistances.len)
blood_data["resistances"] = disease_resistances.Copy()
var/list/temp_chem = list()
@@ -201,7 +202,6 @@
if(!suiciding)
blood_data["cloneable"] = 1
blood_data["blood_type"] = copytext(dna.blood_type,1,0)
blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
blood_data["gender"] = gender
blood_data["real_name"] = real_name
blood_data["features"] = dna.features
@@ -234,7 +234,8 @@
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
return null
return "blood"
else
return "blood"
// This is has more potential uses, and is probably faster than the old proc.
/proc/get_safe_blood(bloodtype)
@@ -45,6 +45,8 @@
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 this smelly person. for smears on the floor
var/last_blood_DNA = ""//same as last one
var/name_override //For temporary visible name changes
@@ -66,10 +66,7 @@
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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.color = bloodtype_to_color(S.last_bloodtype)
FP.update_icon()
update_inv_shoes()
//End bloody footprints
@@ -112,8 +109,7 @@
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.transfer_blood_dna(blood_DNA)
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
FP.color = bloodtype_to_color(last_bloodtype)
FP.update_icon()
else //we're on the floor, smear some stuff around
@@ -133,8 +129,7 @@
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.transfer_blood_dna(blood_DNA)
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
FP.color = bloodtype_to_color(last_bloodtype)
FP.update_icon()
@@ -26,26 +26,34 @@
if(iscarbon(L))
var/mob/living/carbon/C = L
if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
C.reagents.add_reagent("toxin", reac_volume * 0.5)
if(data && (data["blood_type"] == "GEL") && (C.dna.species.exotic_blood != "jellyblood"))
C.reagents.add_reagent("toxin", reac_volume * 1.5) //filthy xenos bloooood
if(data && (data["blood_type"] == "HF") && (C.dna.species.exotic_blood != "oilblood"))
C.reagents.add_reagent("toxin", reac_volume * 1) //don't fucking put oil in people
if(data && (data["blood_type"] == "X*") && (C.dna.species.exotic_blood != "xenoblood"))
C.reagents.add_reagent("toxin", reac_volume * 1.5) //acid blooood
else
C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
for(var/bluhduh in GLOB.blood_types)
if(C.get_blood_id() == bluhduh)
if(method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits)))
if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
C.reagents.add_reagent("toxin", reac_volume * 0.5)
if(data && (data["blood_type"] == "GEL") && (C.dna.species.exotic_blood != "jellyblood"))
C.reagents.add_reagent("toxin", reac_volume * 1.5) //filthy xenos bloooood
if(data && (data["blood_type"] == "HF") && (C.dna.species.exotic_blood != "oilblood"))
C.reagents.add_reagent("toxin", reac_volume * 1) //don't fucking put oil in people
if(data && (data["blood_type"] == "X*") && (C.dna.species.exotic_blood != "xenoblood"))
C.reagents.add_reagent("toxin", reac_volume * 1.5) //acid blooood
else
C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
if(reac_volume >= 10 && istype(L))
L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
L.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/reaction_obj(obj/O, volume)
if(volume >= 3 && istype(O))
O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
O.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/on_new(list/data)
if(iscarbon(src))
var/mob/living/carbon/C = src
var/blood_id = C.get_blood_id()
data = C.get_blood_data(blood_id)
if(istype(data))
SetViruses(src, data)
color = bloodtype_to_color(data["blood_type"])
@@ -92,10 +100,12 @@
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
if(!B)
B = new(T)
if(data["blood_DNA"])
if(data)
B.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
B.color = data["bloodcolor"]
/datum/reagent/blood/human
/datum/reagent/blood/synthetics
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Synthetic Blood"
-1
View File
@@ -375,7 +375,6 @@
#include "code\datums\components\uplink.dm"
#include "code\datums\components\wearertargeting.dm"
#include "code\datums\components\wet_floor.dm"
#include "code\datums\components\decals\blood.dm"
#include "code\datums\components\storage\storage.dm"
#include "code\datums\components\storage\concrete\_concrete.dm"
#include "code\datums\components\storage\concrete\bag_of_holding.dm"