KISS principal
This commit is contained in:
@@ -739,9 +739,9 @@
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for(var/obj/effect/decal/cleanable/trail_holder/TH in view(T, 2))
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qdel(TH)
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var/obj/item/clothing/shoes/shoecheck = user.shoes
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if(shoecheck && shoecheck.blood_smear["blood"])
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temp += shoecheck.blood_smear["blood"]/20
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shoecheck.blood_smear["blood"] = 0
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if(shoecheck && shoecheck.bloody_shoes["blood"])
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temp += shoecheck.bloody_shoes["blood"]/20
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shoecheck.bloody_shoes["blood"] = 0
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if(temp)
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user.Beam(T,icon_state="drainbeam",time=15)
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new /obj/effect/temp_visual/cult/sparks(get_turf(user))
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@@ -41,11 +41,6 @@
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var/dynamic_hair_suffix = ""//head > mask for head hair
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var/dynamic_fhair_suffix = ""//mask > head for facial hair
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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/obj/item/clothing/Initialize()
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. = ..()
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if(ispath(pocket_storage_component_path))
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@@ -159,11 +154,7 @@
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damaged_clothes = 0
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cut_overlay(damaged_clothes_icons[index], TRUE)
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/obj/item/clothing/transfer_blood_dna(list/blood_dna)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/*
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SEE_SELF // can see self, no matter what
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@@ -13,6 +13,11 @@
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var/offset = 0
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var/equipped_before_drop = FALSE
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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//CITADEL EDIT Enables digitigrade shoe styles
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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@@ -45,7 +50,7 @@
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if(blood_DNA)
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bloody = TRUE
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else
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bloody = blood_smear[BLOOD_STATE_BLOOD]
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bloody = bloody_shoes[BLOOD_STATE_BLOOD]
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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@@ -91,7 +96,7 @@
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/obj/item/clothing/shoes/clean_blood()
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..()
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blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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blood_color = null
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if(ismob(loc))
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@@ -99,4 +104,10 @@
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M.update_inv_shoes()
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/obj/item/proc/negates_gravity()
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return FALSE
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return FALSE
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/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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@@ -2,6 +2,8 @@
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/mob
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var/bloody_hands = 0
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var/bloody_feet = 0
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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/obj/item/clothing/gloves
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var/transfer_blood = 0
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@@ -43,8 +43,6 @@
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var/bleed_rate = 0 //how much are we bleeding
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var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans
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var/last_blood_DNA = ""//same as last one
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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@@ -52,25 +52,27 @@
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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var/step_print = dna.species.get_move_trail(src)
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//Bloody footprints
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var/turf/T = get_turf(src)
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var/step_print = dna.species.get_move_trail(src)
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if(S.blood_smear && S.blood_smear[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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return
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S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.blood_smear[S.blood_state]
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if(S.last_blood_DNA && S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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for(oldFP)
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(last_bloodtype)))
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return
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//No oldFP or they're all a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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if(S.last_blood_DNA && S.last_bloodtype)
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FP.blood_DNA += list(last_blood_DNA = last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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else if(!shoes)
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@@ -78,25 +80,27 @@
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/step_print = dna.species.get_move_trail(src)
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var/mob/living/carbon/human/H = src
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//Bloody footprints without shoes
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var/turf/T = get_turf(src)
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var/step_print = dna.species.get_move_trail(src)
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if(blood_smear && blood_smear[blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == bloodtype_to_color(last_bloodtype)))
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear[blood_state]
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if(last_blood_DNA && last_bloodtype)
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FP.blood_DNA += list(last_blood_DNA = last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T
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if(H.blood_smear && H.blood_smear[H.blood_state])
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for(oldFP)
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if(oldFP && (oldFP.blood_state == H.blood_state && oldFP.color == bloodtype_to_color(last_bloodtype)))
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return
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//No oldFP or they're all a different kind of blood
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H.blood_smear[H.blood_state] = max(0, H.blood_smear[H.blood_state] - BLOOD_LOSS_PER_STEP)
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if (H.blood_smear[H.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T)
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FP.blood_state = H.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = H.blood_smear[H.blood_state] - BLOOD_LOSS_IN_SPREAD
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if(H.last_blood_DNA && H.last_bloodtype)
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FP.blood_DNA += list(H.last_blood_DNA = H.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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H.update_inv_shoes()
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(dna.species.space_move(src))
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