[reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments]
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committed by
CitadelStationBot
parent
4d0b7133c8
commit
a96a28f3d6
@@ -4,6 +4,7 @@
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var/list/random_icon_states = list()
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/beauty = 0
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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@@ -16,6 +17,7 @@
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if(C != src && C.type == src.type && !QDELETED(C))
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if (replace_decal(C))
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return INITIALIZE_HINT_QDEL
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if(LAZYLEN(diseases))
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var/list/datum/disease/diseases_to_add = list()
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for(var/datum/disease/D in diseases)
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@@ -24,6 +26,11 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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/obj/effect/decal/cleanable/LateInitialize()
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if(src.loc && isturf(src.loc))
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var/area/A = get_area(src)
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A.beauty += beauty / max(1, A.areasize) //Ensures that the effects scale with room size
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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return TRUE
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@@ -90,3 +97,8 @@
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return bloodiness
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else
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return 0
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/obj/effect/decal/cleanable/Destroy()
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if(src.loc && isturf(src.loc))
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var/area/A = get_area(src)
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A.beauty -= beauty / max(1, A.areasize)
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