eh, was going somewhere with this
IPC gibspawner, looking into infinite footprints
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@@ -70,7 +70,6 @@
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/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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if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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@@ -84,28 +83,26 @@
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S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.blood_state = blood_state
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S.blood_color = blood_color
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S.blood_smear = blood_state
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update_icon()
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H.update_inv_shoes()
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else if(H.bloodiness && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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else if(!H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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var/add_blood = 0
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if(H.bloodiness >= 1)
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add_blood = 5
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
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H.bloodiness = add_blood
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if(blood_DNA && blood_DNA.len)
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H.add_blood(blood_DNA)
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H.blood_state = blood_state
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H.blood_color = blood_color
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H.blood_smear = blood_state
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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else
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return 0
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return FALSE
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