diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index 50f6cdf968..f88edcaa7e 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -255,7 +255,7 @@
f_name = "some "
else
f_name = "a "
- f_name += "blood-stained [name]!"
+ f_name += "stained [name]!"
to_chat(user, "[icon2html(src, user)] That's [f_name]")
@@ -366,8 +366,11 @@
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
+ blood_color = BLOOD_COLOR_HUMAN
if(!blood_dna)
return FALSE
+ if(M.blood_DNA.len)
+ blood_color = M.blood_DNA_to_color()
return add_blood(blood_dna)
//to add blood onto something, with blood dna info to include.
@@ -380,18 +383,30 @@
/obj/item/add_blood(list/blood_dna)
if(!..())
return FALSE
- add_blood_overlay()
+
+ //if we haven't made our blood_overlay already
+ if(!blood_overlay )
+ add_blood_overlay()
+
+ //apply the blood-splatter overlay if it isn't already in there
+ if(!blood_DNA.len)
+ overlays += blood_overlay
+
return TRUE //we applied blood to the item
/obj/item/proc/add_blood_overlay()
if(!blood_DNA.len)
return
+ if(GLOB.blood_overlay_cache["[icon]" + icon_state])
+ blood_overlay = GLOB.blood_overlay_cache["[icon]" + icon_state]
+ return
if(initial(icon) && initial(icon_state))
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
- add_overlay(blood_splatter_icon)
+ blood_overlay = image(I)
+ GLOB.blood_overlay_cache["[icon]" + icon_state] = blood_overlay
/obj/item/clothing/gloves/add_blood(mob/living/carbon/M)
. = ..()
diff --git a/code/game/objects/effects/decals/cleanable/footprints.dm b/code/game/objects/effects/decals/cleanable/footprints.dm
new file mode 100644
index 0000000000..14bf78108d
--- /dev/null
+++ b/code/game/objects/effects/decals/cleanable/footprints.dm
@@ -0,0 +1,201 @@
+// The idea is to have 4 bits for coming and 4 for going.
+#define TRACKS_COMING_NORTH 1
+#define TRACKS_COMING_SOUTH 2
+#define TRACKS_COMING_EAST 4
+#define TRACKS_COMING_WEST 8
+#define TRACKS_GOING_NORTH 16
+#define TRACKS_GOING_SOUTH 32
+#define TRACKS_GOING_EAST 64
+#define TRACKS_GOING_WEST 128
+
+// 5 seconds
+#define TRACKS_CRUSTIFY_TIME 50
+
+// color-dir-dry
+var/global/list/image/fluidtrack_cache=list()
+
+/datum/fluidtrack
+ var/direction=0
+ var/basecolor=BLOOD_COLOR_HUMAN
+ var/wet=0
+ var/fresh=1
+ var/crusty=0
+ var/image/overlay
+
+/datum/fluidtrack/New(_direction,_color,_wet)
+ src.direction=_direction
+ src.basecolor=_color
+
+// Footprints, tire trails...
+/obj/effect/decal/cleanable/blood/tracks
+ amount = 0
+ random_icon_states = null
+ var/dirs=0
+ icon = 'icons/effects/fluidtracks.dmi'
+ icon_state = ""
+ var/coming_state="blood1"
+ var/going_state="blood2"
+ var/updatedtracks=0
+ var/dryname = "dried fluid"
+ var/drydesc = "diguesting dried fluid, where's the janitor?"
+
+ // dir = id in stack
+ var/list/setdirs=list(
+ "1"=0,
+ "2"=0,
+ "4"=0,
+ "8"=0,
+ "16"=0,
+ "32"=0,
+ "64"=0,
+ "128"=0
+ )
+
+ // List of laid tracks and their colors.
+ var/list/datum/fluidtrack/stack=list()
+
+ /**
+ * Add tracks to an existing trail.
+ *
+ * @param DNA bloodDNA to add to collection.
+ * @param comingdir Direction tracks come from, or 0.
+ * @param goingdir Direction tracks are going to (or 0).
+ * @param bloodcolor Color of the blood when wet.
+ */
+/obj/effect/decal/cleanable/blood/tracks/proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor=BLOOD_COLOR_HUMAN)
+ var/updated=0
+ // Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
+ var/realgoing=goingdir<<4
+
+ // Current bit
+ var/b=0
+
+ // When tracks will start to dry out
+ var/t=world.time + TRACKS_CRUSTIFY_TIME
+ var/datum/fluidtrack/track
+
+ // Process 4 bits
+ for(var/bi=0;bi<4;bi++)
+ b=1<>4
+
+ if(track.overlay)
+ track.overlay=null
+ var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
+ I.color = track.basecolor
+
+ track.fresh=0
+ track.overlay=I
+ stack[stack_idx]=track
+ overlays += I
+ updatedtracks=0 // Clear our memory of updated tracks.
+
+/obj/effect/decal/cleanable/blood/tracks/shoeprints
+ name = "wet shoeprints"
+ dryname = "dried shoeprints"
+ desc = "They look like still wet tracks left by footwear."
+ drydesc = "They look like dried tracks left by footwear."
+ coming_state = "shoe1"
+ going_state = "shoe2"
+
+/obj/effect/decal/cleanable/blood/tracks/footprints
+ name = "wet footprints"
+ dryname = "dried footprints"
+ desc = "They look like still wet tracks left by a foot."
+ drydesc = "They look like dried tracks left by a foot."
+ coming_state = "foot1"
+ going_state = "foot2"
+
+/obj/effect/decal/cleanable/blood/tracks/snake
+ name = "wet tracks"
+ dryname = "dried tracks"
+ desc = "They look like still wet tracks left by a giant snake."
+ drydesc = "They look like dried tracks left by a giant snake."
+ coming_state = "snake1"
+ going_state = "snake2"
+
+/obj/effect/decal/cleanable/blood/tracks/paw
+ name = "wet tracks"
+ dryname = "dried tracks"
+ desc = "They look like still wet tracks left by a mammal."
+ drydesc = "They look like dried tracks left by a mammal."
+ coming_state = "paw1"
+ going_state = "paw2"
+
+/obj/effect/decal/cleanable/blood/tracks/claw
+ name = "wet tracks"
+ dryname = "dried tracks"
+ desc = "They look like still wet tracks left by a reptile."
+ drydesc = "They look like dried tracks left by a reptile."
+ coming_state = "claw1"
+ going_state = "claw2"
+
+/obj/effect/decal/cleanable/blood/tracks/wheels
+ name = "wet tracks"
+ dryname = "dried tracks"
+ desc = "They look like still wet tracks left by wheels."
+ drydesc = "They look like dried tracks left by wheels."
+ coming_state = "wheels"
+ going_state = ""
+ gender = PLURAL
+
+/obj/effect/decal/cleanable/blood/tracks/body
+ name = "wet trails"
+ dryname = "dried trails"
+ desc = "A still-wet trail left by someone crawling."
+ drydesc = "A dried trail left by someone crawling."
+ coming_state = "trail1"
+ going_state = "trail2"
diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm
index 711e792752..b5d4aed357 100644
--- a/code/game/objects/effects/decals/cleanable/humans.dm
+++ b/code/game/objects/effects/decals/cleanable/humans.dm
@@ -1,35 +1,158 @@
+#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
+#define BLOOD_SIZE_SMALL 1
+#define BLOOD_SIZE_MEDIUM 2
+#define BLOOD_SIZE_BIG 3
+#define BLOOD_SIZE_NO_MERGE -1
+
+var/global/list/image/splatter_cache=list()
+
/obj/effect/decal/cleanable/blood
name = "blood"
- desc = "It's gooey. Perhaps it's the chef's cooking?"
+ desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
+ gender = PLURAL
icon = 'icons/effects/blood.dmi'
- icon_state = "floor1"
+ icon_state = "mfloor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
- blood_state = BLOOD_STATE_BLOOD
- color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
- bloodiness = BLOOD_AMOUNT_PER_DECAL
+ generic_filth = TRUE
+ persistent = TRUE
+ appearance_flags = NO_CLIENT_COLOR
+ var/base_icon = 'icons/effects/blood.dmi'
+ var/list/viruses = list()
+ var/basecolor=BLOOD_COLOR_HUMAN // Color when wet.
+ var/list/datum/disease2/disease/virus2 = list()
+ var/amount = 5
+ var/drytime
+ var/dryname = "dried blood"
+ var/drydesc = "It's dry and crusty. Someone is not doing their job."
+ var/blood_size = BLOOD_SIZE_MEDIUM // A relative size; larger-sized blood will not override smaller-sized blood, except maybe at mapload.
+/obj/effect/decal/cleanable/blood/clean_blood()
+ fluorescent = 0
+ if(invisibility != 100)
+ set_invisibility(100)
+ amount = 0
+ STOP_PROCESSING(SSobj, src)
+ ..(ignore=1)
-/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
- if (C.blood_DNA)
- blood_DNA |= C.blood_DNA.Copy()
- update_icon()
- ..()
+/obj/effect/decal/cleanable/blood/hide()
+ return
-/obj/effect/decal/cleanable/blood/transfer_blood_dna()
- ..()
- update_icon()
+/obj/effect/decal/cleanable/blood/Destroy()
+ STOP_PROCESSING(SSobj, src)
+ return ..()
-/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
+/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
+ if(merge_with_blood(!mapload))
+ return INITIALIZE_HINT_QDEL
+ start_drying()
+
+// Returns true if overriden and needs deletion. If the argument is false, we will merge into any existing blood.
+/obj/effect/decal/cleanable/blood/proc/merge_with_blood(var/override = TRUE)
+ . = FALSE
+ if(blood_size == BLOOD_SIZE_NO_MERGE)
+ return
+ if(isturf(loc))
+ for(var/obj/effect/decal/cleanable/blood/B in loc)
+ if(B == src)
+ continue
+ if(B.blood_size == BLOOD_SIZE_NO_MERGE)
+ continue
+ if(override && blood_size >= B.blood_size)
+ if (B.blood_DNA)
+ blood_DNA |= B.blood_DNA.Copy()
+ qdel(B)
+ continue
+ if(B.blood_DNA)
+ B.blood_DNA |= blood_DNA.Copy()
+ . = TRUE
+
+/obj/effect/decal/cleanable/blood/proc/start_drying()
+ drytime = world.time + DRYING_TIME * (amount+1)
update_icon()
+ START_PROCESSING(SSobj, src)
+
+/obj/effect/decal/cleanable/blood/Process()
+ if(world.time > drytime)
+ dry()
+
+/obj/effect/decal/cleanable/blood/on_update_icon()
+ if(basecolor == "rainbow") basecolor = get_random_colour(1)
+ color = basecolor
+ if(basecolor == SYNTH_BLOOD_COLOUR)
+ SetName("oil")
+ desc = "It's black and greasy."
+ else
+ SetName(initial(name))
+ desc = initial(desc)
+
+/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
+ if (!istype(perp))
+ return
+ if(amount < 1)
+ return
+
+ var/obj/item/organ/external/l_foot = perp.get_organ(BP_L_FOOT)
+ var/obj/item/organ/external/r_foot = perp.get_organ(BP_R_FOOT)
+ var/hasfeet = 1
+ if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump()))
+ hasfeet = 0
+ if(perp.shoes && !perp.buckled)//Adding blood to shoes
+ var/obj/item/clothing/shoes/S = perp.shoes
+ if(istype(S))
+ S.blood_color = basecolor
+ S.track_blood = max(amount,S.track_blood)
+ if(!S.blood_overlay)
+ S.add_blood_overlay()
+ if(!S.blood_DNA)
+ S.blood_DNA = list()
+ S.blood_overlay.color = basecolor
+ S.overlays += S.blood_overlay
+ if(S.blood_overlay && S.blood_overlay.color != basecolor)
+ S.blood_overlay.color = basecolor
+ S.overlays.Cut()
+ S.overlays += S.blood_overlay
+ S.blood_DNA |= blood_DNA.Copy()
+
+ else if (hasfeet)//Or feet
+ perp.feet_blood_color = basecolor
+ perp.track_blood = max(amount,perp.track_blood)
+ if(!perp.feet_blood_DNA)
+ perp.feet_blood_DNA = list()
+ perp.feet_blood_DNA |= blood_DNA.Copy()
+ else if (perp.buckled && istype(perp.buckled, /obj/structure/bed/chair/wheelchair))
+ var/obj/structure/bed/chair/wheelchair/W = perp.buckled
+ W.bloodiness = 4
+
+ perp.update_inv_shoes(1)
+ amount--
+
+/obj/effect/decal/cleanable/blood/proc/dry()
+ name = dryname
+ desc = drydesc
+ color = adjust_brightness(color, -50)
+ amount = 0
+ STOP_PROCESSING(SSobj, src)
/obj/effect/decal/cleanable/blood/update_icon()
color = blood_DNA_to_color()
-//obj/effect/decal/cleanable/blood/update_color()
- // if(SEND_SIGNAL(COMSIG_BLOOD_COLOR) & COMPONENT_BLOCK_UPDATE_COLOR)
- // return
+
+/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
+ ..()
+ if (amount && istype(user))
+ if (user.gloves)
+ return
+ var/taken = rand(1,amount)
+ amount -= taken
+ to_chat(user, "You get some of \the [src] on your hands.")
+ if (!user.blood_DNA)
+ user.blood_DNA = list()
+ user.blood_DNA |= blood_DNA.Copy()
+ user.bloody_hands = taken
+ user.hand_blood_color = basecolor
+ user.update_inv_gloves(1)
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
@@ -44,169 +167,273 @@
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
+ amount = 2
+ blood_size = BLOOD_SIZE_BIG
-/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
- name = "blood"
- icon_state = "ltrails_1"
- desc = "Your instincts say you shouldn't be following these."
- random_icon_states = null
- var/list/existing_dirs = list()
- color = BLOOD_COLOR_HUMAN
- bloodiness = BLOOD_AMOUNT_PER_DECAL
-/obj/effect/decal/cleanable/trail_holder/update_icon()
- color = blood_DNA_to_color()
+/obj/effect/decal/cleanable/blood/gibs
+ name = "gibs"
+ desc = "They look bloody and gruesome."
+ icon_state = "gibbl5"
+ layer = LOW_OBJ_LAYER
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
+ blood_size = BLOOD_SIZE_NO_MERGE
+ var/gib_overlay = FALSE
+ var/slimy_gibs = FALSE
+ var/body_colors = "#ffffff"
-/obj/effect/cleanable/trail_holder/Initialize()
+/obj/effect/decal/cleanable/blood/gibs/proc/update_icon()
+ var/image/giblets = new(base_icon, icon_state+ "-overlay", dir)
+ var/image/giblets2 = new(base_icon, icon_state + "c-overlay", dir)
+ giblets.color = body_colors
+
+ var/icon/blood = new(base_icon,"[icon_state]",dir)
+ if(basecolor == "rainbow") basecolor = get_random_colour(1)
+ blood.Blend(basecolor,ICON_MULTIPLY)
+
+ icon = blood
+ overlays.Cut()
+ if(gib_overlay)
+ if(!slimy_gibs)
+ add_overlay(giblets)
+ else
+ add_overlay(giblets)
+ add_overlay(giblets2)
+
+/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
+ return
+
+/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
+ if(istype(L) && has_gravity(loc))
+ if(ishuman(L))
+ var/mob/living/carbon/human/H = L
+ if(H.mind.assigned_role == "Detective") //Gumshoe perks yo
+ playsound(loc, 'sound/effects/gib_step.ogg', 10, 1)
+ else
+ playsound(loc, 'sound/effects/gib_step.ogg', H.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
+ else
+ playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
- update_icon()
-/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
- return TRUE
+/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
+ spawn (0)
+ var/direction = pick(directions)
+ for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
+ sleep(3)
+ if (i > 0)
+ var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(loc)
+ b.basecolor = src.basecolor
+ b.update_icon()
+ if (step_to(src, get_step(src, direction), 0))
+ break
-/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
- ..()
- update_icon()
+/obj/effect/decal/cleanable/blood/gibs/start_drying()
+ return
-/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
- . = ..()
- update_icon()
-
-//BLOODY FOOTPRINTS
-/obj/effect/decal/cleanable/blood/footprints/tracks
- name = "tracks"
- icon = 'icons/effects/fluidtracks.dmi'
- icon_state = "nothingwhatsoever"
- desc = "WHOSE FOOTPRINTS ARE THESE?"
- random_icon_states = null
- var/entered_dirs = 0
- var/exited_dirs = 0
- blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
- var/print_state = FOOTPRINT_SHOE //the print state for different feet
- var/list/shoe_types = list()
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/Crossed(atom/movable/O)
- if(ishuman(O))
- var/mob/living/carbon/human/H = O
- var/obj/item/clothing/shoes/S = H.shoes
- if(S && S.blood_smear[blood_state])
- if(color != bloodtype_to_color(S.last_bloodtype))
- return
- S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
- shoe_types |= S.type
- if (!(entered_dirs & H.dir))
- entered_dirs |= H.dir
- update_icon()
-
- else if(H && H.blood_smear[blood_state])
- if(color != bloodtype_to_color(H.last_bloodtype))
- return
- H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
- if (!(entered_dirs & H.dir))
- entered_dirs |= H.dir
- update_icon()
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
- if(ishuman(O))
- var/mob/living/carbon/human/H = O
- var/obj/item/clothing/shoes/S = H.shoes
- if(S && S.blood_smear[blood_state])
- if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
- return
- S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
- shoe_types |= S.type
- if (!(exited_dirs & H.dir))
- exited_dirs |= H.dir
- update_icon()
-
- else if(H && H.blood_smear[blood_state])
- if(color != bloodtype_to_color(H.last_bloodtype))//last entry - we check its color
- return
- H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
- if (!(exited_dirs & H.dir))
- exited_dirs |= H.dir
- update_icon()
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
- ..()
- cut_overlays()
- to_chat(world, "[src] called update_icon with [print_state]")
- for(var/Ddir in GLOB.cardinals)
- if(entered_dirs & Ddir)
- var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"]
- if(!bloodstep_overlay)
- GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
- add_overlay(bloodstep_overlay)
- if(exited_dirs & Ddir)
- var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"]
- if(!bloodstep_overlay)
- GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
- add_overlay(bloodstep_overlay)
-
- alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
-
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
- . = ..()
- if(shoe_types.len && ishuman(user) && user.mind.assigned_role == "Detective") //gumshoe does the detective thing, not every fucking assistant
- . += "You recognise the footprints as belonging to:\n"
- for(var/shoe in shoe_types)
- var/obj/item/clothing/shoes/S = shoe
- . += "some [initial(S.name)] [icon2html(initial(S.icon), user)]\n"
-
- to_chat(user, .)
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/replace_decal(obj/effect/decal/cleanable/blood/footprints/tracks/C)
- if(print_state != C.print_state) //We only replace footprints of the same type as us
- return
- if(color != C.color)
- return
- ..()
-
-/obj/effect/decal/cleanable/blood/footprints/tracks/can_bloodcrawl_in()
- if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
- return TRUE
+/obj/effect/decal/cleanable/blood/gibs/merge_with_blood()
return FALSE
-/obj/effect/decal/cleanable/blood/footprints/tracks/shoe
- name = "footprints"
- desc = "They look like tracks left by footwear."
- icon_state = FOOTPRINT_SHOE
- print_state = FOOTPRINT_SHOE
+/obj/effect/decal/cleanable/blood/gibs/up
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
+ gib_overlay = TRUE
-/obj/effect/decal/cleanable/blood/footprints/tracks/foot
- name = "footprints"
- desc = "They look like tracks left by a bare foot."
- icon_state = FOOTPRINT_FOOT
- print_state = FOOTPRINT_FOOT
+/obj/effect/decal/cleanable/blood/gibs/down
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
+ gib_overlay = TRUE
-/obj/effect/decal/cleanable/blood/footprints/tracks/snake
- name = "tracks"
- desc = "They look like tracks left by a giant snake."
- icon_state = FOOTPRINT_SNAKE
- print_state = FOOTPRINT_SNAKE
+/obj/effect/decal/cleanable/blood/gibs/body
+ random_icon_states = list("gibhead", "gibtorso")
+ gib_overlay = TRUE
-/obj/effect/decal/cleanable/blood/footprints/tracks/paw
- name = "footprints"
- desc = "They look like tracks left by paws."
- icon_state = FOOTPRINT_PAW
- print_state = FOOTPRINT_PAW
+/obj/effect/decal/cleanable/blood/gibs/torso
+ random_icon_states = list("gibtorso")
+ gib_overlay = TRUE
-/obj/effect/decal/cleanable/blood/footprints/tracks/claw
- name = "footprints"
- desc = "They look like tracks left by claws."
- icon_state = FOOTPRINT_CLAW
- print_state = FOOTPRINT_CLAW
+/obj/effect/decal/cleanable/blood/gibs/limb
+ random_icon_states = list("gibleg", "gibarm")
+ gib_overlay = TRUE
-/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
- name = "tracks"
- desc = "They look like tracks left by wheels."
+/obj/effect/decal/cleanable/blood/gibs/core
+ random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
+ gib_overlay = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/old
+ name = "old rotting gibs"
+ desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
+ bloodiness = 0
+
+/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ setDir(pick(1,2,4,8))
+ icon_state += "-old"
+ add_blood(list("Non-human DNA" = "A+"))
+
+/obj/effect/decal/cleanable/blood/drip
+ name = "drips of blood"
+ desc = "It's gooey."
gender = PLURAL
- icon_state = FOOTPRINT_WHEEL
- print_state = FOOTPRINT_WHEEL
+ icon_state = "1"
+ random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
+ amount = 0
+ var/list/drips
+ blood_size = BLOOD_SIZE_SMALL
-/obj/effect/decal/cleanable/blood/footprints/tracks/body
- name = "trails"
- desc = "A trail left by something being dragged."
- icon_state = FOOTPRINT_DRAG
- print_state = FOOTPRINT_DRAG
+/obj/effect/decal/cleanable/blood/drip/Initialize()
+ . = ..()
+ drips = list(icon_state)
+
+/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
+ return TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human
+
+/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ reagents.add_reagent("liquidgibs", 5)
+ guts()
+ update_icon()
+
+/obj/effect/decal/cleanable/blood/gibs/human/up
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human/down
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human/body
+ random_icon_states = list("gibhead", "gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human/torso
+ random_icon_states = list("gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human/limb
+ random_icon_states = list("gibleg", "gibarm")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/human/core
+ random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+// Slime Gibs
+/obj/effect/decal/cleanable/blood/gibs/slime
+ desc = "They look gooey and gruesome."
+
+/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ reagents.add_reagent("liquidslimegibs", 5)
+ update_icon()
+ guts()
+
+/obj/effect/decal/cleanable/blood/gibs/slime/up
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/slime/down
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/slime/body
+ random_icon_states = list("gibhead", "gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/slime/torso
+ random_icon_states = list("gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/slime/limb
+ random_icon_states = list("gibleg", "gibarm")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/slime/core
+ random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/synth
+ desc = "They look sludgy and disgusting."
+
+/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ reagents.add_reagent("liquidsyntheticgibs", 5)
+ update_icon()
+ guts()
+
+//IPCs
+/obj/effect/decal/cleanable/blood/gibs/ipc
+ desc = "They look sharp yet oozing."
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ reagents.add_reagent("liquidoilgibs", 5)
+ update_icon()
+ guts()
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/guts()
+ if(gib_overlay)
+ var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-ipcoverlay", color = blood_color, layer = -LOW_OBJ_LAYER)
+ var/mutable_appearance/gibz2 = mutable_appearance(icon, icon_state + "c-ipcoverlay", color = body_colors, layer = -LOW_OBJ_LAYER)
+ if(!slimy_gibs)
+ gibz.appearance_flags = RESET_COLOR
+ add_overlay(gibz)
+ else
+ gibz.appearance_flags = RESET_COLOR
+ add_overlay(gibz)
+ add_overlay(gibz2)
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/up
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/down
+ random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/body
+ random_icon_states = list("gibhead", "gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/torso
+ random_icon_states = list("gibtorso")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/limb
+ random_icon_states = list("gibleg", "gibarm")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/ipc/core
+ random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
+ gib_overlay = TRUE
+ slimy_gibs = TRUE
+
+/obj/effect/decal/cleanable/blood/gibs/synth
+ desc = "They look sludgy and disgusting."
+
+/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
+ . = ..()
+ reagents.add_reagent("liquidsyntheticgibs", 5)
+ update_icon()
+ guts()
+
+#undef BLOOD_SIZE_SMALL
+#undef BLOOD_SIZE_MEDIUM
+#undef BLOOD_SIZE_BIG
+#undef BLOOD_SIZE_NO_MERGE
\ No newline at end of file