reverts forensics components. If I can't figure it out, MURDER IT
This commit is contained in:
@@ -287,7 +287,8 @@
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drop.transfer_mob_blood_dna(src)
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return
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else
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temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
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temp_blood_DNA = list()
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temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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@@ -303,9 +304,9 @@
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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if(isalien(src))
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B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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B.blood_DNA["UNKNOWN DNA"] = "X*"
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else
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B.add_blood_DNA(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -11,18 +11,21 @@
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if (handcuffed)
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msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
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if (head)
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msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head. \n"
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msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [src.head] on [t_his] head. \n"
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if (wear_mask)
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msg += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face.\n"
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msg += "[t_He] [t_is] wearing [icon2html(wear_mask, user)] \a [src.wear_mask] on [t_his] face.\n"
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if (wear_neck)
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
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msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n"
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for(var/obj/item/I in held_items)
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if(!(I.item_flags & ABSTRACT))
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msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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if(I.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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if (back)
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msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
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msg += "[t_He] [t_has] [icon2html(back, user)] \a [src.back] on [t_his] back.\n"
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var/appears_dead = 0
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if (stat == DEAD)
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appears_dead = 1
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@@ -88,7 +91,7 @@
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if(digitalcamo)
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msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
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if(combatmode)
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msg += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]\n"
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@@ -37,30 +37,46 @@
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if(U.attached_accessory)
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accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
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msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
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if(w_uniform.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(w_uniform, user)] [w_uniform.gender==PLURAL?"some":"a"] blood-stained [w_uniform.name][accessory_msg]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(w_uniform, user)] \a [w_uniform][accessory_msg].\n"
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//head
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if(head)
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msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
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if(head.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on [t_his] head!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(head, user)] \a [head] on [t_his] head.\n"
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//suit/armor
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if(wear_suit)
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msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
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if(wear_suit.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(wear_suit, user)] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(wear_suit, user)] \a [wear_suit].\n"
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//suit/armor storage
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if(s_store)
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msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
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if(s_store.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] carrying [icon2html(s_store, user)] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
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else
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msg += "[t_He] [t_is] carrying [icon2html(s_store, user)] \a [s_store] on [t_his] [wear_suit.name].\n"
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//back
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if(back)
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msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
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if(back.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(back, user)] [back.gender==PLURAL?"some":"a"] blood-stained [back] on [t_his] back.</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(back, user)] \a [back] on [t_his] back.\n"
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//Hands
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for(var/obj/item/I in held_items)
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if(!(I.item_flags & ABSTRACT))
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msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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GET_COMPONENT(FR, /datum/component/forensics)
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if(I.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] holding [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in [t_his] [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
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else
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msg += "[t_He] [t_is] holding [icon2html(I, user)] \a [I] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
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//gloves
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if(gloves && !(SLOT_GLOVES in obscured))
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msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
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else if(FR && length(FR.blood_DNA))
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if(gloves.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(gloves, user)] [gloves.gender==PLURAL?"some":"a"] blood-stained [gloves.name] on [t_his] hands!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(gloves, user)] \a [gloves] on [t_his] hands.\n"
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else if(blood_DNA)
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var/hand_number = get_num_arms(FALSE)
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if(hand_number)
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msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
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@@ -76,33 +92,47 @@
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//belt
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if(belt)
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msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
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if(belt.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(belt, user)] [belt.gender==PLURAL?"some":"a"] blood-stained [belt.name] about [t_his] waist!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(belt, user)] \a [belt] about [t_his] waist.\n"
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//shoes
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if(shoes && !(SLOT_SHOES in obscured))
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msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
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if(shoes.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_is] wearing [icon2html(shoes, user)] [shoes.gender==PLURAL?"some":"a"] blood-stained [shoes.name] on [t_his] feet!</span>\n"
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else
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msg += "[t_He] [t_is] wearing [icon2html(shoes, user)] \a [shoes] on [t_his] feet.\n"
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//mask
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if(wear_mask && !(SLOT_WEAR_MASK in obscured))
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msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
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if(wear_mask.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(wear_mask, user)] [wear_mask.gender==PLURAL?"some":"a"] blood-stained [wear_mask.name] on [t_his] face!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(wear_mask, user)] \a [wear_mask] on [t_his] face.\n"
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if (wear_neck && !(SLOT_NECK in obscured))
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msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
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//neck
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if(wear_neck && !(SLOT_NECK in obscured))
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msg += "[t_He] [t_is] wearing [icon2html(wear_neck, user)] \a [src.wear_neck] around [t_his] neck.\n"
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//eyes
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if(!(SLOT_GLASSES in obscured))
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if(glasses)
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msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
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if(glasses.blood_DNA)
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msg += "<span class='warning'>[t_He] [t_has] [icon2html(glasses, user)] [glasses.gender==PLURAL?"some":"a"] blood-stained [glasses] covering [t_his] eyes!</span>\n"
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else
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msg += "[t_He] [t_has] [icon2html(glasses, user)] \a [glasses] covering [t_his] eyes.\n"
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else if(eye_color == BLOODCULT_EYE && iscultist(src) && has_trait(CULT_EYES))
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msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
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//ears
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if(ears && !(SLOT_EARS in obscured))
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msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
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msg += "[t_He] [t_has] [icon2html(ears, user)] \a [ears] on [t_his] ears.\n"
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//ID
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if(wear_id)
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msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
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msg += "[t_He] [t_is] wearing [icon2html(wear_id, user)] \a [wear_id].\n"
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//Status effects
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msg += status_effect_examines()
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@@ -31,8 +31,6 @@
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if(CONFIG_GET(flag/disable_stambuffer))
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togglesprint()
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AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
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/mob/living/carbon/human/ComponentInitialize()
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. = ..()
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@@ -687,16 +685,22 @@
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if(..())
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dropItemToGround(I)
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/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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if(gloves)
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if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
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update_inv_gloves()
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/mob/living/carbon/human/clean_blood()
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var/mob/living/carbon/human/H = src
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if(H.gloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves()
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else
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if(bloody_hands)
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bloody_hands = 0
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update_inv_gloves()
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..() // Clear the Blood_DNA list
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves()
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if(H.bloody_feet)
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H.bloody_feet = 0
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H.update_inv_shoes()
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bloodiness = 0
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update_icons() //apply the now updated overlays to the mob
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/mob/living/carbon/human/wash_cream()
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if(creamed) //clean both to prevent a rare bug
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@@ -45,6 +45,8 @@
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var/bloodiness = 0
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var/bloodinessmax = 5
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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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/blood_color //For blood smearing stuff
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@@ -147,3 +147,9 @@
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return FALSE
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return .
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/mob/living/carbon/human/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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@@ -57,18 +57,20 @@
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var/turf/T = get_turf(src)
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if(S.blood_smear && S.blood_smear[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/tracks/shoe/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks/shoe) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == S.blood_color))
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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return
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S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/shoe/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/shoe(T)
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = S.blood_state
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FP.blood_color = S.blood_color
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FP.entered_dirs |= dir
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FP.bloodiness = S.blood_smear[S.blood_state]
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FP.update_icon()
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update_inv_shoes()
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S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/shoe/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/shoe(T)
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.blood_smear[S.blood_state]
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if(S.last_blood_DNA && S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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@@ -80,27 +82,28 @@
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var/step_print = dna.species.get_move_trail(src)
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if(bloodiness && blood_smear[blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(step_print) in T
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if(oldFP && (oldFP.blood_state == blood_state && oldFP == dna.species.move_trail && oldFP.blood_color == blood_color))
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == bloodtype_to_color(last_bloodtype)))
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return
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else
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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if(("taur" in dna.species.mutant_bodyparts) && (dna.features["taur"] != "None") && !lying)
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if(dna.features["taur"] in GLOB.noodle_taurs)
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FP.icon_state = FOOTPRINT_SNAKE
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FP.print_state = FOOTPRINT_SNAKE
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else if(dna.features["taur"] in GLOB.paw_taurs)
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FP.icon_state = FOOTPRINT_PAW
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FP.print_state = FOOTPRINT_PAW
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if(!dna.species.move_trail && !lying) //we're assuming people have their chosen snowflake on, so.
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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if(("taur" in dna.species.mutant_bodyparts) && (dna.features["taur"] != "None") && !lying)
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if(dna.features["taur"] in GLOB.noodle_taurs)
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FP.icon_state = FOOTPRINT_SNAKE
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FP.print_state = FOOTPRINT_SNAKE
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else if(dna.features["taur"] in GLOB.paw_taurs)
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FP.icon_state = FOOTPRINT_PAW
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FP.print_state = FOOTPRINT_PAW
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if(!dna.species.move_trail && !lying) //we're assuming people have their chosen snowflake on, so.
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.add_blood_DNA(return_blood_DNA())
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FP.blood_color = blood_color
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear[blood_state]
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FP.update_icon()
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bloodiness--
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear[blood_state]
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if(last_blood_DNA && last_bloodtype)
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FP.blood_DNA += list(last_blood_DNA = last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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bloodiness--
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(dna.species.space_move(src))
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@@ -474,7 +474,8 @@
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if(isturf(next))
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if(bloodiness)
|
||||
var/obj/effect/decal/cleanable/blood/footprints/tracks/wheels/B = new(loc)
|
||||
B.add_blood_DNA(return_blood_DNA())
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
B.blood_DNA |= blood_DNA.Copy()
|
||||
var/newdir = get_dir(next, loc)
|
||||
if(newdir == dir)
|
||||
B.setDir(newdir)
|
||||
@@ -656,7 +657,8 @@
|
||||
T.add_mob_blood(H)
|
||||
|
||||
var/list/blood_dna = H.get_blood_dna_list()
|
||||
add_blood_DNA(blood_dna)
|
||||
if(blood_dna)
|
||||
transfer_blood_dna(blood_dna)
|
||||
bloodiness += 4
|
||||
|
||||
// player on mulebot attempted to move
|
||||
|
||||
@@ -169,15 +169,23 @@
|
||||
//Hands
|
||||
for(var/obj/item/I in held_items)
|
||||
if(!(I.item_flags & ABSTRACT))
|
||||
msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
|
||||
if(I.blood_DNA)
|
||||
msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
|
||||
else
|
||||
msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
//Internal storage
|
||||
if(internal_storage && !(internal_storage.item_flags & ABSTRACT))
|
||||
msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
|
||||
if(internal_storage.blood_DNA)
|
||||
msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
|
||||
else
|
||||
msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
|
||||
|
||||
//Cosmetic hat - provides no function other than looks
|
||||
if(head && !(head.item_flags & ABSTRACT))
|
||||
msg += "It is wearing [head.get_examine_string(user)] on its head.\n"
|
||||
if(head.blood_DNA)
|
||||
msg += "<span class='warning'>It is wearing [icon2html(head, user)] [head.gender==PLURAL?"some":"a"] blood-stained [head.name] on its head!</span>\n"
|
||||
else
|
||||
msg += "It is wearing [icon2html(head, user)] \a [head] on its head.\n"
|
||||
|
||||
//Braindead
|
||||
if(!client && stat != DEAD)
|
||||
|
||||
@@ -23,9 +23,15 @@
|
||||
|
||||
for(var/obj/item/I in held_items)
|
||||
if(!(I.item_flags & ABSTRACT))
|
||||
msg += "It has [I.get_examine_string(user)] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
if(I.blood_DNA)
|
||||
msg += "<span class='warning'>It has [icon2html(I, user)] [I.gender==PLURAL?"some":"a"] blood-stained [I.name] in its [get_held_index_name(get_held_index_of_item(I))]!</span>\n"
|
||||
else
|
||||
msg += "It has [icon2html(I, user)] \a [I] in its [get_held_index_name(get_held_index_of_item(I))].\n"
|
||||
if(internal_storage && !(internal_storage.item_flags & ABSTRACT))
|
||||
msg += "It is holding [internal_storage.get_examine_string(user)] in its internal storage.\n"
|
||||
if(internal_storage.blood_DNA)
|
||||
msg += "<span class='warning'>It is holding [icon2html(internal_storage, user)] [internal_storage.gender==PLURAL?"some":"a"] blood-stained [internal_storage.name] in its internal storage!</span>\n"
|
||||
else
|
||||
msg += "It is holding [icon2html(internal_storage, user)] \a [internal_storage] in its internal storage.\n"
|
||||
msg += "*---------*</span>"
|
||||
to_chat(user, msg)
|
||||
else
|
||||
|
||||
@@ -177,6 +177,6 @@
|
||||
qdel(target)
|
||||
return TRUE
|
||||
var/atom/movable/M = target
|
||||
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
||||
M.clean_blood()
|
||||
visible_message("[src] polishes \the [target].")
|
||||
return TRUE
|
||||
|
||||
Reference in New Issue
Block a user