okay we're starting to pass our blood type to bloodmeme now
STILL JUST FUCKING FOOTSTEPS LEFT THO GOD FUCKING DAMNIT
This commit is contained in:
@@ -27,8 +27,8 @@
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/blood/xenoblood/xgibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidxenogibs", 5)
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. = ..()
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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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@@ -0,0 +1,158 @@
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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icon_state = "gibbl5"
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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/gib_overlay = FALSE
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/obj/effect/decal/cleanable/blood/gibs/proc/guts()
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if(gib_overlay)
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var/icon/gibz = new(icon, icon_state + "-overlay")
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add_overlay(gibz)
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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/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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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/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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sleep(2)
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if(i > 0)
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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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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.color = color
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splat.bloodmeme = bloodmeme
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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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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/old
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name = "old rotting gibs"
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desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
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bloodiness = 0
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's gooey."
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icon_state = "1"
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random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
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bloodiness = 0
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var/drips = 1
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/blood/gibs/human
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/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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update_icon()
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guts()
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/obj/effect/decal/cleanable/blood/gibs/human/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/human/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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// Slime Gibs
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/obj/effect/decal/cleanable/blood/gibs/slime
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desc = "They look gooey and gruesome."
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/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidslimegibs", 5)
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update_icon()
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guts()
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/obj/effect/decal/cleanable/blood/gibs/slime/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/synth
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desc = "They look sludgy and disgusting."
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/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidsyntheticgibs", 5)
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update_icon()
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guts()
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@@ -29,7 +29,18 @@
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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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bloodmeme = R.data["blood_type"]
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color = bloodtype_to_color(R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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bloodmeme = R.data["blood_type"]
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color = bloodtype_to_color(R.data["blood_type"])
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else
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color = blood_DNA_to_color()
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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@@ -76,150 +87,6 @@
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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icon_state = "gibbl5"
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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/gib_overlay = FALSE
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(gib_overlay)
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var/image/gibz = image(icon, icon_state + "-overlay", layer = LOW_OBJ_LAYER-0.1)
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add_overlay(gibz)
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if(!reagents)
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reagents.add_reagent("liquidgibs", 5)
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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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bloodmeme = R.data["blood_type"]
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if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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bloodmeme = R.data["blood_type"]
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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/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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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/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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sleep(2)
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if(i > 0)
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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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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.color = color
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splat.bloodmeme = bloodmeme
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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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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/old
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name = "old rotting gibs"
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desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
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bloodiness = 0
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's gooey."
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icon_state = "1"
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random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
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bloodiness = 0
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var/drips = 1
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime
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desc = "They look gooey and gruesome."
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/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(gib_overlay)
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var/image/gibz = image(icon, icon_state + "-overlay", layer = LOW_OBJ_LAYER-0.1)
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add_overlay(gibz)
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reagents.add_reagent("liquidslimegibs", 5)
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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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bloodmeme = R.data["blood_type"]
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if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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bloodmeme = R.data["blood_type"]
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/obj/effect/decal/cleanable/blood/gibs/slime/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/slime/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/synth
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desc = "They look sludgy and disgusting."
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/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidsyntheticgibs", 5)
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints
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name = "tracks"
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@@ -54,6 +54,7 @@
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/obj/effect/decal/cleanable/oil/Initialize()
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. = ..()
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reagents.add_reagent("oil", 30)
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reagents.add_reagent("liquidoilgibs", 5)
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/obj/effect/decal/cleanable/oil/streak
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random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
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Reference in New Issue
Block a user