eh, was going somewhere with this
IPC gibspawner, looking into infinite footprints
This commit is contained in:
@@ -49,6 +49,7 @@
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//Gets filled up in create_bodyparts()
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var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
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var/list/leg_bodyparts = list()
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var/icon_render_key = ""
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var/static/list/limb_icon_cache = list()
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@@ -12,7 +12,10 @@
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new /obj/effect/gibspawner/human/slimeperson/bodypartless(drop_location(), dna, get_static_viruses())
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if(isipcperson(src))
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new /obj/effect/gibspawner/robot/ipc(drop_location(), dna, get_static_viruses())
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if(with_bodyparts)
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new /obj/effect/gibspawner/human/ipc(drop_location(), dna, get_static_viruses())
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else
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new /obj/effect/gibspawner/human/ipc/bodypartless(drop_location(), dna, get_static_viruses())
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if(isxenoperson(src))
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if(with_bodyparts)
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@@ -698,7 +698,6 @@
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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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@@ -43,13 +43,10 @@
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var/bleed_rate = 0 //how much are we bleeding
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var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
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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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var/name_override //For temporary visible name changes
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@@ -46,23 +46,21 @@
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_move(src, NewLoc)
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if(!buckled)
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if(shoes)
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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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if(shoes)
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if(!lying && !buckled)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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//Bloody footprints
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var/turf/T = get_turf(src)
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var/step_print = dna.species.get_move_trail(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/oldFP = locate(step_print) 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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var/obj/item/clothing/shoes/S = shoes
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//Bloody footprints
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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 == 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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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(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.blood_smear[S.blood_state]
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@@ -71,31 +69,24 @@
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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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//End bloody footprints
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S.step_action()
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else
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S.step_action()
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else if(!shoes)
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if(!buckled)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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//Bloody footprints without shoes
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var/turf/T = get_turf(src)
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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(blood_smear && blood_smear[blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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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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blood_smear[blood_state] = max(0, blood_smear[blood_state]-BLOOD_LOSS_PER_STEP)
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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.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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@@ -103,7 +94,9 @@
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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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update_inv_shoes()
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//End bloody footprints
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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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@@ -636,6 +636,12 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(!H.dna.features["taur"] || H.dna.features["taur"] == "None" || (H.wear_suit && (H.wear_suit.flags_inv & HIDETAUR)))
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bodyparts_to_add -= "taur"
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if(H.dna.features["taur"] != "None")
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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move_trail = /obj/effect/decal/cleanable/blood/footprints/tracks/snake
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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move_trail = /obj/effect/decal/cleanable/blood/footprints/tracks/paw
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//END EDIT
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//Digitigrade legs are stuck in the phantom zone between true limbs and mutant bodyparts. Mainly it just needs more agressive updating than most limbs.
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@@ -185,7 +185,7 @@ There are several things that need to be remembered:
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inv.update_icon()
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if(!gloves && bloody_hands)
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_color)
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
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if(get_num_arms() < 2)
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if(has_left_hand())
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bloody_overlay.icon_state = "bloodyhands_left"
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@@ -276,6 +276,32 @@ There are several things that need to be remembered:
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var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
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inv.update_icon()
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if(!shoes && bloody_feet)
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var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
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if(dna.features["taur"] != "None")
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if(dna.features["taur"] in GLOB.noodle_taurs)
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bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
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if(get_num_legs() < 2)
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if(has_left_leg())
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bloody_overlay.icon_state = "snekbloodyfeet_left"
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else if(has_right_leg())
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bloody_overlay.icon_state = "snekbloodyfeet_right"
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else if(dna.features["taur"] in GLOB.paw_taurs)
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bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
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if(get_num_legs() < 2)
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if(has_left_leg())
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bloody_overlay.icon_state = "pawbloodyfeet_left"
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else if(has_right_leg())
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bloody_overlay.icon_state = "pawbloodyfeet_right"
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else
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if(get_num_legs() < 2)
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if(has_left_leg())
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bloody_overlay.icon_state = "bloodyfeet_left"
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else if(has_right_leg())
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bloody_overlay.icon_state = "bloodyfeet_right"
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overlays_standing[GLOVES_LAYER] = bloody_overlay
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if(shoes)
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var/obj/item/clothing/shoes/S = shoes
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shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc
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@@ -49,6 +49,27 @@
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/mob/proc/has_left_leg()
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return TRUE
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/mob/living/carbon/has_left_leg()
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var/obj/item/bodypart/l_leg = get_bodypart(BODY_ZONE_L_LEG)
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if(l_leg)
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return TRUE
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else
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return FALSE
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/mob/proc/has_right_leg()
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return TRUE
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/mob/living/carbon/has_right_leg()
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var/obj/item/bodypart/r_leg = get_bodypart(BODY_ZONE_R_LEG)
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if(r_leg)
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return TRUE
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else
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return FALSE
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//Limb numbers
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/mob/proc/get_num_arms(check_disabled = TRUE)
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return 2
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