eh, was going somewhere with this
IPC gibspawner, looking into infinite footprints
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@@ -30,10 +30,8 @@
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GET_COMPONENT(infective, /datum/component/infective)
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if(infective)
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/gibs/gibbers = src
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.color = gibbers.blood_color
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splat.blood_color = gibbers.blood_color
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splat.transfer_blood_dna(blood_DNA)
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -183,4 +183,65 @@
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. = ..()
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reagents.add_reagent("liquidsyntheticgibs", 5)
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update_icon()
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guts()
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guts()
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//IPCs
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/obj/effect/decal/cleanable/blood/gibs/ipc
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desc = "They look sharp yet oozing."
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/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidoilgibs", 5)
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update_icon()
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guts()
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/obj/effect/decal/cleanable/blood/gibs/ipc/guts()
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if(gib_overlay)
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var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-ipcoverlay", color = blood_color, layer = -LOW_OBJ_LAYER)
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var/mutable_appearance/gibz2 = mutable_appearance(icon, icon_state + "c-ipcoverlay", color = body_colors, layer = -LOW_OBJ_LAYER)
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if(!slimy_gibs)
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gibz.appearance_flags = RESET_COLOR
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add_overlay(gibz)
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else
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gibz.appearance_flags = RESET_COLOR
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add_overlay(gibz)
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add_overlay(gibz2)
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/obj/effect/decal/cleanable/blood/gibs/ipc/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/ipc/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/ipc/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/ipc/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/ipc/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/ipc/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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slimy_gibs = TRUE
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/obj/effect/decal/cleanable/blood/gibs/synth
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desc = "They look sludgy and disgusting."
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/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidsyntheticgibs", 5)
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update_icon()
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guts()
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@@ -81,31 +81,32 @@
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random_icon_states = null
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var/entered_dirs = 0
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var/exited_dirs = 0
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var/print_state = FOOTPRINT_SHOE //the icon state to load images from
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blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
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var/print_state = FOOTPRINT_SHOE //the print state for different feet
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var/list/shoe_types = list()
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/obj/effect/decal/cleanable/blood/footprints/tracks/Crossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.blood_smear[blood_state])
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if(color != bloodtype_to_color(S.last_bloodtype))
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return
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S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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else if(H.bloodiness && H.blood_smear[blood_state])
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else if(H && H.blood_smear[blood_state])
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if(color != bloodtype_to_color(H.last_bloodtype))
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return
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = H.bloodinessmax
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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@@ -118,9 +119,10 @@
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exited_dirs |= H.dir
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update_icon()
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else if(H.bloodiness && H.blood_smear[blood_state])
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else if(H && H.blood_smear[blood_state])
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if(color != bloodtype_to_color(H.last_bloodtype))//last entry - we check its color
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return
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = H.bloodinessmax
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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