what to do when footprints are being a bitch.

why, we get rid of them :honk:
This commit is contained in:
Poojawa
2019-04-17 01:18:21 -05:00
parent f244d3fdca
commit 73098574b7
6 changed files with 28 additions and 24 deletions

View File

@@ -56,17 +56,18 @@
//Bloody footprints
var/turf/T = get_turf(src)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
if (oldFP.blood_state == S.blood_state)
return
//No oldFP or they're all a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.add_blood_DNA(S.return_blood_DNA())
FP.transfer_blood_dna(S.blood_DNA)
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
FP.update_icon()
update_inv_shoes()
//End bloody footprints