adjust and reset things
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@@ -56,25 +56,24 @@
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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for(var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP in T)
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if (oldFP.blood_state == S.blood_state)
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return
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//No oldFP or they're all a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/footprints(T)
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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.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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FP.transfer_blood_dna(S.blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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FP.update_icon()
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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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.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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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.bloody_shoes[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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else
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if(!buckled)
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if(!lying)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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