whatever Travis, it isn't even enabled, fuck off
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@@ -1,136 +0,0 @@
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// Stolen en masse from N3X15 of /vg/station with much gratitude.
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// The idea is to have 4 bits for coming and 4 for going.
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#define TRACKS_COMING_NORTH 1
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#define TRACKS_COMING_SOUTH 2
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#define TRACKS_COMING_EAST 4
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#define TRACKS_COMING_WEST 8
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#define TRACKS_GOING_NORTH 16
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#define TRACKS_GOING_SOUTH 32
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#define TRACKS_GOING_EAST 64
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#define TRACKS_GOING_WEST 128
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// color-dir-dry
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var/global/list/image/fluidtrack_cache=list()
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/datum/fluidtrack
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var/direction=0
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var/basecolor=COLOR_BLOOD_HUMAN
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var/image/overlay
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/datum/fluidtrack/New(_direction,_color,_wet)
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src.direction=_direction
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src.basecolor=_color
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// Footprints, tire trails...
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/obj/effect/decal/cleanable/blood/tracks
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amount = 0
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random_icon_states = null
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var/dirs=0
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icon = 'icons/effects/fluidtracks.dmi'
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icon_state = ""
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var/coming_state="blood1"
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var/going_state="blood2"
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var/updatedtracks=0
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// dir = id in stack
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var/list/setdirs=list(
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"1"=0,
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"2"=0,
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"4"=0,
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"8"=0,
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"16"=0,
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"32"=0,
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"64"=0,
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"128"=0
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)
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// List of laid tracks and their colors.
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var/list/datum/fluidtrack/stack=list()
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/**
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* Add tracks to an existing trail.
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*
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* @param DNA bloodDNA to add to collection.
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* @param comingdir Direction tracks come from, or 0.
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* @param goingdir Direction tracks are going to (or 0).
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* @param bloodcolor Color of the blood when wet.
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*/
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/obj/effect/decal/cleanable/blood/tracks/proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor=BLOOD_COLOR_HUMAN)
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var/updated=0
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// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
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var/realgoing=goingdir<<4
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// Current bit
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var/b=0
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var/datum/fluidtrack/track
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// Process 4 bits
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for(var/bi=0;bi<4;bi++)
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b=1<<bi
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// COMING BIT
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// If setting
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if(comingdir&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.wet==t && track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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// GOING BIT (shift up 4)
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b=b<<4
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if(realgoing&b)
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// If not wet or not set
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if(dirs&b)
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var/sid=setdirs["[b]"]
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track=stack[sid]
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if(track.basecolor==bloodcolor)
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continue
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// Remove existing stack entry
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stack.Remove(track)
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track=new /datum/fluidtrack(b,bloodcolor,t)
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stack.Add(track)
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setdirs["[b]"]=stack.Find(track)
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updatedtracks |= b
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updated=1
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dirs |= comingdir|realgoing
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if(islist(blood_DNA))
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blood_DNA |= DNA.Copy()
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if(updated)
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update_icon()
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/obj/effect/decal/cleanable/blood/tracks/on_update_icon()
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overlays.Cut()
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color = "#ffffff"
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var/truedir=0
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// Update ONLY the overlays that have changed.
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for(var/datum/fluidtrack/track in stack)
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var/stack_idx=setdirs["[track.direction]"]
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var/state=coming_state
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truedir=track.direction
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if(truedir&240) // Check if we're in the GOING block
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state=going_state
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truedir=truedir>>4
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if(track.overlay)
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track.overlay=null
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var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
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I.color = track.basecolor
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track.fresh=0
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track.overlay=I
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stack[stack_idx]=track
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overlays += I
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updatedtracks=0 // Clear our memory of updated tracks.
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