reverts forensics components. If I can't figure it out, MURDER IT
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@@ -88,7 +88,7 @@
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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target.clean_blood()
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target.wash_cream()
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return
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@@ -136,7 +136,7 @@
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else
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icon_state = initial(icon_state)
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/obj/item/radio/intercom/add_blood_DNA(list/blood_dna)
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/obj/item/radio/intercom/add_blood(list/blood_dna)
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return FALSE
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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@@ -22,7 +22,7 @@
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
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/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
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return FALSE
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/obj/item/melee/transforming/energy/is_sharp()
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@@ -343,7 +343,7 @@
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shard.Consume()
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T.CalculateAdjacentTurfs()
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/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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return FALSE
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/obj/item/melee/curator_whip
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@@ -26,7 +26,7 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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A.clean_blood()
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for(var/obj/effect/O in A)
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if(is_cleanable(O))
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qdel(O)
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@@ -388,10 +388,10 @@
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else
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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add_blood_DNA(from.return_blood_DNA())
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add_fingerprint_list(from.return_fingerprints())
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add_hiddenprint_list(from.return_hiddenprints())
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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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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@@ -241,5 +241,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
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return FALSE
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@@ -341,7 +341,7 @@
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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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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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clean_blood()//blood overlays get weird otherwise, because the sprite changes.
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(user.has_dna())
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