Merge pull request #10705 from kevinz000/revert_poojawa_blood_1
Cleanup/Partial revert of RGB blood ""rework""
This commit is contained in:
@@ -29,13 +29,19 @@
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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sleep(2)
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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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/gibs/xeno/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -5,6 +5,7 @@
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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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bloodiness = 0 //This isn't supposed to be bloody.
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var/body_colors = "#e3ba84" //a default color just in case.
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var/gibs_reagent_id = /datum/reagent/liquidgibs
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var/gibs_bloodtype = "A+"
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@@ -19,7 +20,6 @@
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add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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@@ -44,13 +44,18 @@
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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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/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -5,12 +5,12 @@
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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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blood_state = BLOOD_STATE_BLOOD
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bloodiness = MAX_SHOE_BLOODINESS
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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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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blood_DNA |= C.blood_DNA
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update_icon()
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..()
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@@ -407,19 +407,17 @@ SLIME SCANNER
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// Blood Level
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if(M.has_dna())
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var/mob/living/carbon/C = M
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var/blood_id = C.get_blood_id()
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if(blood_id)
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var/blood_typepath = C.get_blood_id()
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if(blood_typepath)
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if(ishuman(C))
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if(H.bleed_rate)
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msg += "<span class='danger'>Subject is bleeding!</span>\n"
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var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
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var/blood_type = C.dna.blood_type
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if(blood_id != ("blood" || "jellyblood"))//special blood substance
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var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
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if(!(blood_typepath in GLOB.blood_reagent_types))
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var/datum/reagent/R = GLOB.chemical_reagents_list[blood_typepath]
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if(R)
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blood_type = R.name
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else
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blood_type = blood_id
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if(C.scan_blood_volume() <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.scan_blood_volume() > (BLOOD_VOLUME_OKAY*C.blood_ratio))
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msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl,</span> <span class='info'>type: [blood_type]</span>\n"
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else if(C.scan_blood_volume() <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
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@@ -399,11 +399,14 @@
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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blood_DNA = from.blood_DNA
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fingerprints = from.fingerprints
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fingerprintshidden = from.fingerprintshidden
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fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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if(from.blood_DNA)
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blood_DNA = from.blood_DNA.Copy()
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if(from.fingerprints)
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fingerprints = from.fingerprints.Copy()
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if(from.fingerprintshidden)
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fingerprintshidden = from.fingerprintshidden.Copy()
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if(from.fingerprintslast)
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fingerprintslast = from.fingerprintslast
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/obj/item/stack/microwave_act(obj/machinery/microwave/M)
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if(istype(M) && M.dirty < 100)
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@@ -35,7 +35,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
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/obj/item/storage/toolbox/update_icon()
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..()
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cut_overlays()
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if(blood_DNA && blood_DNA.len)
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if(length(blood_DNA))
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add_blood_overlay()
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if(has_latches)
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var/icon/I = icon('icons/obj/storage.dmi', latches)
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@@ -347,7 +347,6 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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clean_blood()
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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