on second thought, let's not try to half ass fancy ideas.
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@@ -267,7 +267,7 @@
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. = safe
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//to add a splatter of blood or other mob liquid.
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/mob/living/proc/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
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/mob/living/proc/add_splatter_floor(turf/T, small_drip)
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if(get_blood_id() == null)
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return
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if(!T)
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@@ -298,10 +298,6 @@
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
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var/list/bloods = get_atoms_of_type(T, B, TRUE, 0, 0) //Get all the non-projectile-splattered blood on this turf (not pixel-shifted).
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if(shift_x || shift_y)
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bloods = get_atoms_of_type(T, B, TRUE, shift_x, shift_y) //Get all the projectile-splattered blood at these pixels on this turf (pixel-shifted).
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B = locate() in bloods
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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@@ -310,12 +306,6 @@
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src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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B.pixel_x = (shift_x)
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B.pixel_y = (shift_y)
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B.update_icon()
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if(shift_x || shift_y)
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B.layer = BELOW_MOB_LAYER //So the blood lands ontop of things like posters, windows, etc.
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -351,6 +341,7 @@
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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