Synthetic and RNG blood
This commit is contained in:
@@ -9,6 +9,8 @@
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/datum/component/decal/blood/generate_appearance(_icon, _icon_state, _dir, _layer, _color)
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var/obj/item/I = parent
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if(!I.blood_DNA.len)
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return
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if(!_icon)
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_icon = 'icons/effects/blood.dmi'
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if(!_icon_state)
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@@ -19,17 +21,11 @@
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// It's something which takes on the look of other items, probably
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icon = I.icon
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icon_state = I.icon_state
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var/static/list/blood_splatter_appearances = list()
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//try to find a pre-processed blood-splatter. otherwise, make a new one
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var/index = "[REF(icon)]-[icon_state]"
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pic = blood_splatter_appearances[index]
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if(!pic)
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var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
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blood_splatter_appearances[index] = pic
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var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
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blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
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blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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blood_splatter_icon.Blend(I.blood_DNA_to_color(), ICON_MULTIPLY)
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pic = mutable_appearance(blood_splatter_icon, initial(I.icon_state))
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return TRUE
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/datum/component/decal/blood/proc/get_examine_name(datum/source, mob/user, list/override)
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@@ -10,10 +10,11 @@
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// And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var
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// Helper similar to image()
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE)
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, plane = FLOAT_PLANE, color = "#FFFFFF")
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var/mutable_appearance/MA = new()
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MA.icon = icon
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MA.icon_state = icon_state
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MA.layer = layer
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MA.plane = plane
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MA.color = color
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return MA
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@@ -35,6 +35,8 @@
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var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
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var/rad_insulation = RAD_NO_INSULATION
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var/list/blood_DNA //reee dirty hack till Kevin tells me how to inherit this shit
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/atom/New(loc, ...)
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//atom creation method that preloads variables at creation
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if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New()
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@@ -353,6 +355,31 @@
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return FALSE
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return add_blood_DNA(blood_dna)
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/atom/proc/blood_DNA_to_color(mob/living/M)
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var/list/colors = list()//first we make a list of all bloodtypes present
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var/list/blood_DNA = M.get_blood_dna_list()
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for(var/bloop in blood_DNA)
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if(colors[blood_DNA[bloop]])
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colors[blood_DNA[bloop]]++
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else
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colors[blood_DNA[bloop]] = 1
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var/final_rgb = "#940000"
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if(colors.len)
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var/sum = 0 //this is all shitcode, but it works; trust me
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final_rgb = bloodtype_to_color(colors[1])
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sum = colors[colors[1]]
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if(colors.len > 1)
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var/i = 2
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while(i <= colors.len)
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var/tmp = colors[colors[i]]
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final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
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sum += tmp
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i++
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return final_rgb
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/atom/proc/wash_cream()
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return TRUE
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@@ -1,24 +1,31 @@
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/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's red and gooey. Perhaps it's the chef's cooking?"
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desc = "It's gooey. Perhaps it's the chef's cooking?"
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_HUMAN
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var/basecolor = BLOOD_COLOR_HUMAN
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blood_DNA = list()
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/drytime
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/obj/effect/cleanable/blood/Initialize()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(return_blood_DNA())
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if (bloodiness)
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if (C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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update_icon()
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return ..()
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/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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if(basecolor == "rainbow") basecolor = "#[get_random_colour(1)]"
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color = basecolor
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color = blood_DNA_to_color()
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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@@ -44,11 +51,26 @@
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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var/basecolor = BLOOD_COLOR_HUMAN //We'll still need to make sure we're colored at least.
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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color = blood_DNA_to_color()
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/obj/effect/cleanable/trail_holder/Initialize()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
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..()
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update_icon()
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/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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@@ -56,32 +78,18 @@
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layer = LOW_OBJ_LAYER
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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var/fleshcolor
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var/gib_overlay = FALSE
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(gib_overlay)
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var/icon/gibz = new(icon, icon_state + "-overlay")
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add_overlay(gibz)
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reagents.add_reagent("liquidgibs", 5)
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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var/generic_skin = random_skin_tone()
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var/ethnicity = "#[skintone2hex(generic_skin)]"
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var/image/giblets = image(icon, "[icon_state]_flesh", dir)
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if(!fleshcolor)
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fleshcolor = ethnicity
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giblets.color = fleshcolor
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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if(basecolor == "rainbow") basecolor = "#[random_short_color()]"
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blood.Blend(basecolor,ICON_MULTIPLY)
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icon = blood
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overlays.Cut()
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overlays += giblets
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/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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@@ -93,31 +101,34 @@
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for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
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sleep(2)
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if(i > 0)
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var/list/datum/disease/diseases
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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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new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new(loc)
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splat.transfer_mob_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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/obj/effect/decal/cleanable/blood/gibs/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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/obj/effect/decal/cleanable/blood/gibs/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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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/torso
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random_icon_states = list("gibtorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/old
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name = "old rotting gibs"
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@@ -132,7 +143,7 @@
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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desc = "It's red."
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desc = "It's gooey."
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icon_state = "1"
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random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
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bloodiness = 0
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@@ -155,12 +166,12 @@
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var/list/shoe_types = list()
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/obj/effect/decal/cleanable/blood/footprints/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.bloody_shoes[blood_state])
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S.blood_color = basecolor
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if(color != bloodtype_to_color(S.last_bloodtype))
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return
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[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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@@ -168,11 +179,12 @@
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/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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if(S && S.bloody_shoes[blood_state])
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if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
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return
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(exited_dirs & H.dir))
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@@ -181,6 +193,7 @@
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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..()
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cut_overlays()
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for(var/Ddir in GLOB.cardinals)
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@@ -195,8 +208,7 @@
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GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
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add_overlay(bloodstep_overlay)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
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/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
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. = ..()
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@@ -211,6 +223,8 @@
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/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
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if(blood_state != C.blood_state) //We only replace footprints of the same type as us
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return
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if(color != C.color)
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return
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..()
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/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
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@@ -15,9 +15,6 @@
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to_chat(world, "<span class='danger'>Gib list length mismatch!</span>")
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return
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if(fleshcolor) src.fleshcolor = fleshcolor
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if(bloodcolor) src.bloodcolor = bloodcolor
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var/obj/effect/decal/cleanable/blood/gibs/gib = null
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if(sparks)
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@@ -29,30 +26,20 @@
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if(gibamounts[i])
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for(var/j = 1, j<= gibamounts[i], j++)
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var/gibType = gibtypes[i]
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gib = new gibType(loc, diseases)
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gib = new gibType(loc)
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if(iscarbon(loc))
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var/mob/living/carbon/digester = loc
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digester.stomach_contents += gib
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if(MobDNA)
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var/list/blood_dna = MobDNA.get_blood_dna_list()
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gib.add_blood_DNA(blood_dna)
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// Apply human species colouration to masks.
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if(fleshcolor)
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gib.fleshcolor = fleshcolor
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if(bloodcolor)
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gib.color = bloodcolor
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gib.update_icon()
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if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.add_blood_DNA(list("Non-human DNA" = "A+"))
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gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
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else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.blood_DNA["Non-human DNA"] = "A+"
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var/list/directions = gibdirections[i]
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if(isturf(loc))
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if(directions.len)
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gib.streak(directions)
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gib.update_icon()
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return INITIALIZE_HINT_QDEL
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@@ -6,7 +6,9 @@
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layer = BELOW_MOB_LAYER
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var/splatter_type = "splatter"
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/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
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/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
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if(new_color)
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color = new_color
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if(set_dir in GLOB.diagonals)
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icon_state = "[splatter_type][pick(1, 2, 6)]"
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else
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@@ -24,6 +24,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
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max_integrity = 200
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obj_flags = NONE
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@@ -30,7 +30,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -42,7 +42,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -18,7 +18,7 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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/obj/item/clothing/mask/equipped(mob/user, slot)
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..()
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@@ -14,6 +14,8 @@
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var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/offset = 0
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var/equipped_before_drop = FALSE
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
|
||||
var/last_blood_DNA = ""//same as last one
|
||||
|
||||
//CITADEL EDIT Enables digitigrade shoe styles
|
||||
var/adjusted = NORMAL_STYLE
|
||||
@@ -42,6 +44,12 @@
|
||||
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
|
||||
return(BRUTELOSS)
|
||||
|
||||
/obj/item/clothing/shoes/transfer_mob_blood_dna(list/blood_dna)
|
||||
..()
|
||||
if(blood_dna.len)
|
||||
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
|
||||
last_blood_DNA = blood_dna[blood_dna.len]
|
||||
|
||||
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
@@ -55,9 +63,9 @@
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
|
||||
if(bloody)
|
||||
if(adjusted == NORMAL_STYLE)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
|
||||
else
|
||||
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
|
||||
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
|
||||
|
||||
/obj/item/clothing/shoes/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
|
||||
@@ -62,9 +62,9 @@
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
if(taurmode >= SNEK_TAURIC)
|
||||
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
|
||||
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
|
||||
else
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
|
||||
var/mob/living/carbon/human/M = loc
|
||||
if(ishuman(M) && M.w_uniform)
|
||||
var/obj/item/clothing/under/U = M.w_uniform
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
if(damaged_clothes)
|
||||
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
|
||||
IF_HAS_BLOOD_DNA(src)
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
|
||||
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
|
||||
if(accessory_overlay)
|
||||
. += accessory_overlay
|
||||
|
||||
|
||||
@@ -190,7 +190,6 @@
|
||||
if(!suiciding)
|
||||
blood_data["cloneable"] = 1
|
||||
blood_data["blood_type"] = copytext(dna.blood_type,1,0)
|
||||
blood_data["bloodcolor"] = blood_id.color
|
||||
blood_data["gender"] = gender
|
||||
blood_data["real_name"] = real_name
|
||||
blood_data["features"] = dna.features
|
||||
@@ -241,7 +240,10 @@
|
||||
"O-" = list("O-","SY"),
|
||||
"O+" = list("O-", "O+","SY"),
|
||||
"L" = list("L","SY"),
|
||||
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY")
|
||||
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"),
|
||||
"oil" = list("oil", "SY"),
|
||||
"X*" = list("X*", "SY"),
|
||||
"SY" = list("SY")
|
||||
)
|
||||
|
||||
var/safe = bloodtypes_safe[bloodtype]
|
||||
|
||||
@@ -485,3 +485,18 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
|
||||
/mob/proc/can_hear()
|
||||
. = TRUE
|
||||
|
||||
/proc/bloodtype_to_color(var/type)
|
||||
. = BLOOD_COLOR_HUMAN
|
||||
switch(type)
|
||||
if("U")//Universal blood; a bit orange
|
||||
. = "#DB3300"
|
||||
if("SY")//Synthetics blood; blue
|
||||
. = BLOOD_COLOR_SYNTHETIC
|
||||
if("L")//lizard, a bit pink/purple
|
||||
. = "#DB004D"
|
||||
if("X*")//xeno blood; not actually used in many spots
|
||||
. = BLOOD_COLOR_XENO
|
||||
if("OI")// Oil blood. something something why not
|
||||
. = BLOOD_COLOR_OIL
|
||||
//add more stuff to the switch if you have more blood colors for different types
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/datum/reagent/blood
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"= BLOOD_COLOR_HUMAN, "blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
name = "Blood"
|
||||
id = "blood"
|
||||
color = BLOOD_COLOR_HUMAN // rgb: 200, 0, 0
|
||||
@@ -42,6 +42,7 @@
|
||||
/datum/reagent/blood/on_new(list/data)
|
||||
if(istype(data))
|
||||
SetViruses(src, data)
|
||||
color = bloodtype_to_color(data["blood_type"])
|
||||
|
||||
/datum/reagent/blood/on_merge(list/mix_data)
|
||||
if(data && mix_data)
|
||||
@@ -90,16 +91,26 @@
|
||||
B.color = data["bloodcolor"]
|
||||
|
||||
/datum/reagent/blood/synthetics
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"=BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
name = "Synthetic Blood"
|
||||
id = "syntheticblood"
|
||||
taste_description = "oily"
|
||||
color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
|
||||
|
||||
/datum/reagent/blood/xenomorph
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"=BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
name = "Xenomorph Blood"
|
||||
id = "xenoblood"
|
||||
taste_description = "acidic heresy"
|
||||
color = BLOOD_COLOR_XENO // greenish yellow ooze
|
||||
shot_glass_icon_state = "shotglassgreen"
|
||||
|
||||
/datum/reagent/blood/oil
|
||||
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="oil","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
|
||||
name = "Hydraulic Blood"
|
||||
id = "oilblood"
|
||||
taste_description = "burnt oil"
|
||||
color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
|
||||
|
||||
/datum/reagent/liquidgibs
|
||||
name = "Liquid gibs"
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
volume = 200
|
||||
var/blood_type = null
|
||||
var/labelled = 0
|
||||
var/color_to_apply = "#FFFFFF"
|
||||
var/mutable_appearance/fill_overlay
|
||||
|
||||
/obj/item/reagent_containers/blood/Initialize()
|
||||
. = ..()
|
||||
@@ -18,6 +20,7 @@
|
||||
var/datum/reagent/blood/B = reagents.has_reagent("blood")
|
||||
if(B && B.data && B.data["blood_type"])
|
||||
blood_type = B.data["blood_type"]
|
||||
color_to_apply = bloodtype_to_color(blood_type)
|
||||
else
|
||||
blood_type = null
|
||||
update_pack_name()
|
||||
|
||||
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|
Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 92 KiB |
Reference in New Issue
Block a user