diff --git a/code/game/objects/effects/decals/cleanable/gibs.dm b/code/game/objects/effects/decals/cleanable/gibs.dm index 7df0153ddc..1f9897071c 100644 --- a/code/game/objects/effects/decals/cleanable/gibs.dm +++ b/code/game/objects/effects/decals/cleanable/gibs.dm @@ -6,6 +6,7 @@ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6") mergeable_decal = FALSE bloodiness = 0 //This isn't supposed to be bloody. + persistent = TRUE var/body_colors = "#e3ba84" //a default color just in case. var/gibs_reagent_id = /datum/reagent/liquidgibs var/gibs_bloodtype = "A+" @@ -31,6 +32,10 @@ flesh.color = body_colors add_overlay(flesh) +/obj/effect/decal/cleanable/blood/gibs/PersistenceSave(list/data) + . = ..() + return /obj/effect/decal/cleanable/blood/gibs/old + /obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target) return @@ -92,6 +97,8 @@ icon_state = "1" random_icon_states = list("drip1","drip2","drip3","drip4","drip5") bloodiness = 0 + persistent = TRUE + persistence_allow_stacking = TRUE var/drips = 1 /obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() @@ -159,6 +166,10 @@ . = ..() update_icon() +/obj/effect/decal/cleanable/blood/gibs/slime/PersistenceSave(list/data) + . = ..() + return type + /obj/effect/decal/cleanable/blood/gibs/slime/update_icon() add_atom_colour(body_colors, FIXED_COLOUR_PRIORITY) cut_overlays() @@ -198,6 +209,10 @@ . = ..() update_icon() +/obj/effect/decal/cleanable/blood/gibs/synth/PersistenceSave(list/data) + . = ..() + return type + //IPCs /obj/effect/decal/cleanable/blood/gibs/ipc desc = "They look sharp yet oozing." @@ -209,6 +224,10 @@ . = ..() update_icon() +/obj/effect/decal/cleanable/blood/gibs/ipc/PersistenceSave(list/data) + . = ..() + return type + /obj/effect/decal/cleanable/blood/gibs/ipc/update_icon() add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY) cut_overlays() diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index fa16a95faf..5d514bc68f 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -8,6 +8,7 @@ bloodiness = BLOOD_AMOUNT_PER_DECAL color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere. beauty = -100 + persistent = TRUE /obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C) if (C.blood_DNA) @@ -24,7 +25,20 @@ update_icon() /obj/effect/decal/cleanable/blood/update_icon() - color = blood_DNA_to_color() + . = ..() + if(!fixed_color) + add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY) + +/obj/effect/decal/cleanable/blood/PersistenceSave(list/data) + . = ..() + data["color"] = color + return /obj/effect/decal/cleanable/blood/old + +/obj/effect/decal/cleanable/blood/PersistenceLoad(list/data) + . = ..() + if(data["color"]) + fixed_color = TRUE + add_atom_colour(data["color"], FIXED_COLOUR_PRIORITY) /obj/effect/decal/cleanable/blood/old name = "dried blood" @@ -38,6 +52,7 @@ /obj/effect/decal/cleanable/blood/splats random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5") + persistence_allow_stacking = TRUE /obj/effect/decal/cleanable/blood/splatter random_icon_states = list("splatter1", "splatter2", "splatter3", "splatter4", "splatter5") @@ -48,16 +63,43 @@ random_icon_states = null beauty = -50 +/obj/effect/decal/cleanable/blood/tracks/PersistenceSave(list/data) + . = ..() + data["dir"] = dir + +/obj/effect/decal/cleanable/blood/tracks/PersistenceLoad(list/data) + . = ..() + if(data["dir"]) + setDir(data["dir"]) + /obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose name = "blood" icon_state = "ltrails_1" desc = "Your instincts say you shouldn't be following these." random_icon_states = null beauty = -50 + persistent = TRUE + persistence_allow_stacking = TRUE var/list/existing_dirs = list() + var/fixed_color = FALSE + +/obj/effect/decal/cleanable/trail_holder/PersistenceSave(list/data) + . = ..() + data["dir"] = dir + data["color"] = color + +/obj/effect/decal/cleanable/trail_holder/PersistenceLoad(list/data) + . = ..() + if(data["dir"]) + setDir(data["dir"]) + if(data["color"]) + fixed_color = TRUE + add_atom_colour(data["color"], FIXED_COLOUR_PRIORITY) /obj/effect/decal/cleanable/trail_holder/update_icon() - color = blood_DNA_to_color() + . = ..() + if(!fixed_color) + add_atom_colour(blood_DNA_to_color()) /obj/effect/cleanable/trail_holder/Initialize() . = ..() @@ -84,8 +126,19 @@ var/entered_dirs = 0 var/exited_dirs = 0 blood_state = BLOOD_STATE_BLOOD //the icon state to load images from + persistent = TRUE + persistence_allow_stacking = TRUE var/list/shoe_types = list() +/obj/effect/decal/cleanable/blood/footprints/PersistenceSave(list/data) + . = ..() + data["dir"] = dir + +/obj/effect/decal/cleanable/blood/footprints/PersistenceLoad(list/data) + . = ..() + if(data["dir"]) + setDir(data["dir"]) + /obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O) if(ishuman(O)) var/mob/living/carbon/human/H = O diff --git a/code/game/objects/effects/decals/cleanable/robots.dm b/code/game/objects/effects/decals/cleanable/robots.dm index 2765330977..8f8f27c3c6 100644 --- a/code/game/objects/effects/decals/cleanable/robots.dm +++ b/code/game/objects/effects/decals/cleanable/robots.dm @@ -11,6 +11,7 @@ bloodiness = BLOOD_AMOUNT_PER_DECAL mergeable_decal = FALSE beauty = -50 + persistent = TRUE /obj/effect/decal/cleanable/robot_debris/Initialize(mapload, list/datum/disease/diseases) . = ..() @@ -52,6 +53,7 @@ blood_state = BLOOD_STATE_OIL bloodiness = BLOOD_AMOUNT_PER_DECAL beauty = -100 + persistent = TRUE /obj/effect/decal/cleanable/oil/Initialize() . = ..() @@ -61,8 +63,10 @@ /obj/effect/decal/cleanable/oil/streak random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5") beauty = -50 + persistent = TRUE /obj/effect/decal/cleanable/oil/slippery + persistent = FALSE /obj/effect/decal/cleanable/oil/slippery/Initialize() AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))