progress, just need to fiddle with footprints again
This commit is contained in:
@@ -74,6 +74,14 @@
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
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var/obj/item/clothing/shoes/S = H.shoes
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data)
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var/blood_type_meme = R.data["blood_type"]
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color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
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if(blood_type_meme)
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S.last_bloodtype = blood_type_meme
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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@@ -86,6 +94,26 @@
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update_icon()
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H.update_inv_shoes()
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else if(H && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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var/blood_type_meme = R.data["blood_type"]
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color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
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if(blood_type_meme)
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H.last_bloodtype = blood_type_meme
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
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H.add_blood_DNA(return_blood_DNA())
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H.blood_state = blood_state
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update_icon()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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@@ -9,7 +9,6 @@
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_XENO
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blood_DNA = list()
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/obj/effect/decal/cleanable/blood/xenoblood/Initialize()
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. = ..()
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@@ -6,12 +6,14 @@
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_HUMAN
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blood_DNA = list()
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/blood/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/forensics)
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update_icon()
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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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update_icon()
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..()
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@@ -23,7 +25,11 @@
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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color = blood_DNA_to_color()
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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@@ -34,7 +40,7 @@
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
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add_blood_DNA(list("donor"= "Non-human DNA", "blood_type"= "A+", "bloodcolor" = color))
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add_blood_DNA(list("blood_type"= "A+", "bloodcolor" = color))
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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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@@ -50,13 +56,17 @@
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desc = "Your instincts say you shouldn't be following these."
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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/update_icon()
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color = blood_DNA_to_color()
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
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/obj/effect/cleanable/trail_holder/Initialize()
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. = ..()
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AddComponent(/datum/component/forensics)
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update_icon()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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@@ -103,8 +113,11 @@
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for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
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sleep(2)
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if(i > 0)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new(loc)
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splat.transfer_blood_dna(blood_DNA)
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var/list/datum/disease/diseases
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GET_COMPONENT(infective, /datum/component/infective)
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if(infective)
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diseases = infective.diseases
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new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -172,24 +185,44 @@
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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)
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color = bloodtype_to_color(S.last_bloodtype)
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else
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color = bloodtype_to_color(H.last_bloodtype)
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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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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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else
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
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..()
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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)
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color = bloodtype_to_color(S.last_bloodtype)
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else
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color = bloodtype_to_color(H.last_bloodtype)
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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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shoe_types |= S.type
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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else
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
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@@ -11,6 +11,7 @@
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/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases)
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. = ..()
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AddComponent(/datum/component/forensics)
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if(gibtypes.len != gibamounts.len)
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stack_trace("Gib list amount length mismatch!")
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