Synthetic and RNG blood
This commit is contained in:
@@ -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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