reverts forensics components. If I can't figure it out, MURDER IT
This commit is contained in:
@@ -43,6 +43,8 @@
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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/obj/item/clothing/Initialize()
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. = ..()
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@@ -157,6 +159,11 @@
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damaged_clothes = 0
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cut_overlay(damaged_clothes_icons[index], TRUE)
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/obj/item/clothing/transfer_blood_dna(list/blood_dna)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/*
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SEE_SELF // can see self, no matter what
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@@ -11,15 +11,6 @@
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strip_delay = 20
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equip_delay_other = 40
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/obj/item/clothing/gloves/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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transfer_blood = 0
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/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>\the [src] are forcing [user]'s hands around [user.p_their()] neck! It looks like the gloves are possessed!</span>")
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return OXYLOSS
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@@ -29,9 +20,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = D.blood_mix_color)
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -46,9 +46,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = D.blood_DNA_to_color())
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -17,9 +17,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = D.blood_mix_color)
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/equipped(mob/user, slot)
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..()
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@@ -12,8 +12,8 @@
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if(body_parts_covered & HEAD)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/neck/tie
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name = "tie"
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@@ -19,10 +19,6 @@
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var/move_trail = /obj/effect/decal/cleanable/blood/footprints/tracks/shoe
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
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if(rand(2)>1)
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user.visible_message("<span class='suicide'>[user] begins tying \the [src] up waaay too tightly! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -46,7 +42,7 @@
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. = list()
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if(!isinhands)
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var/bloody = FALSE
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IF_HAS_BLOOD_DNA(src)
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if(blood_DNA)
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bloody = TRUE
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else
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bloody = blood_smear[BLOOD_STATE_BLOOD]
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@@ -55,9 +51,9 @@
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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if(adjusted == NORMAL_STYLE)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_color)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_color)
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -93,9 +89,8 @@
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var/mob/M = loc
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M.update_inv_shoes()
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/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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/obj/item/clothing/shoes/clean_blood()
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..()
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blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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blood_color = null
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@@ -54,12 +54,11 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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if(blood_DNA)
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if(taurmode >= SNEK_TAURIC)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = D.blood_mix_color)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = D.blood_mix_color)
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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@@ -22,9 +22,8 @@
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = D.blood_mix_color)
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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