holy FUCK I got gib overlays working. Why wasn't it before?
No one will ever know.
This commit is contained in:
+4
-4
@@ -404,7 +404,7 @@
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/obj/item/clothing/shoes/add_blood(mob/living/carbon/M)
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. = ..()
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transfer_blood = rand(2, 4)
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// transfer_blood = rand(2, 4)
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return TRUE
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/turf/add_blood(list/blood_dna)
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@@ -431,9 +431,9 @@
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if(shoes)
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var/obj/item/clothing/shoes/S = shoes
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S.add_blood(blood_dna)
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else
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transfer_blood_dna(blood_dna)
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bloody_feet = rand(2, 4)
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// else
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// transfer_blood_dna(blood_dna)
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// bloody_feet = rand(2, 4)
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update_inv_shoes() // get them feet messy for prints!
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return TRUE
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@@ -72,7 +72,7 @@
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/obj/effect/decal/cleanable/Crossed(atom/movable/O)
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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if(H.shoes && blood_state && bloodiness && (!HAS_TRAIT(H,TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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@@ -10,12 +10,19 @@
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/obj/effect/decal/cleanable/blood/gibs/xeno
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color = BLOOD_COLOR_XENO
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guts_colors = BLOOD_COLOR_XENO
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racial = "alien"
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/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidxenogibs", 5)
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh")
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flesh.appearance_flags = RESET_COLOR
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flesh.color = body_colors
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add_overlay(flesh)
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/obj/effect/decal/cleanable/blood/gibs/xeno/streak(list/directions)
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set waitfor = 0
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@@ -34,35 +41,27 @@
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/obj/effect/decal/cleanable/blood/gibs/xeno/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/xeno/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/xeno/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/xeno/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/xeno/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/xeno/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/xeno/larva
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random_icon_states = list("xgiblarva1", "xgiblarva2")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
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random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
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gib_overlay = TRUE
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "tracks"
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@@ -5,28 +5,25 @@
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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/gib_overlay = FALSE
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var/body_colors = "#e3ba84" //a default color just in case.
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var/guts_colors = "#4c276d"
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var/racial = "carbon"
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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(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
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icon_state = pick(random_icon_states)
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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var/list/colorlist = list()
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colorlist.Cut()
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colorlist += ReadRGB("[blood_DNA_to_color()]0")
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colorlist += ReadRGB("[guts_colors]0")
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colorlist += ReadRGB("[body_colors]0")
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colorlist += list(0,0,0, 255)
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for(var/index=1, index<=colorlist.len, index++)
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colorlist[index] = colorlist[index]/255
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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if(gib_overlay)
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var/image/gibs = image(icon, "[icon_state]_[racial]_[gib_overlay]")
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gibs.color = colorlist
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icon_state = gibs
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var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
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guts.appearance_flags = RESET_COLOR
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add_overlay(guts)
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var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
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flesh.appearance_flags = RESET_COLOR
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flesh.color = body_colors
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add_overlay(flesh)
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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return
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@@ -38,9 +35,9 @@
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if(H.mind.assigned_role == "Detective") //Gumshoe perks yo
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playsound(loc, 'sound/effects/gib_step.ogg', 10, 1)
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else
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playsound(loc, 'sound/effects/gib_step.ogg', H.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(H,TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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else
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playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(L,TRAIT_LIGHT_STEP) ? 20 : 50, 1)
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. = ..()
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
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@@ -61,27 +58,21 @@
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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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@@ -93,6 +84,7 @@
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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@@ -110,58 +102,57 @@
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/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/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/human/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/human/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/human/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/human/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/human/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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//Lizards
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/obj/effect/decal/cleanable/blood/gibs/human/lizard
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body_colors = "117720"
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "L"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/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/human/lizard/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/human/lizard/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/human/lizard/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/human/lizard/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/human/lizard/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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// Slime Gibs
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/obj/effect/decal/cleanable/blood/gibs/slime
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@@ -170,36 +161,39 @@
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/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidslimegibs", 5)
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/*
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "GEL"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/slime/update_icon()
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if(gib_overlay)
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var/image/gibz = new(icon, icon_state + "c-overlay")
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gibz.color = body_colors
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add_overlay(gibz) */
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add_atom_colour(body_colors, FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]s_guts")
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guts.appearance_flags = RESET_COLOR
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guts.color = body_colors
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add_overlay(guts)
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var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
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flesh.appearance_flags = RESET_COLOR
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flesh.color = body_colors
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add_overlay(flesh)
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/obj/effect/decal/cleanable/blood/gibs/slime/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/slime/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/slime/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/slime/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/slime/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/slime/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/synth
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desc = "They look sludgy and disgusting."
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@@ -216,35 +210,31 @@
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/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidoilgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "HF"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon()
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if(gib_overlay)
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var/icon/blood = new(icon,"[icon_state]",dir)
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var/image/gibz = new(icon, icon_state + "r-overlay")
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blood.Blend(blood_DNA_to_color(),ICON_MULTIPLY)
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gibz.appearance_flags = RESET_COLOR
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add_overlay(gibz)
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]r-overlay")
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guts.appearance_flags = RESET_COLOR
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add_overlay(guts)
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/obj/effect/decal/cleanable/blood/gibs/ipc/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/ipc/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/ipc/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/ipc/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/ipc/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/ipc/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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gib_overlay = TRUE
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@@ -696,9 +696,9 @@
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves()
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if(H.bloody_feet)
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/* if(H.bloody_feet)
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H.bloody_feet = 0
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H.update_inv_shoes()
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H.update_inv_shoes()*/
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update_icons() //apply the now updated overlays to the mob
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@@ -127,9 +127,9 @@
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return FALSE
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return .
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/*
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/mob/living/carbon/human/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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last_blood_DNA = blood_dna[blood_dna.len]*/
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Reference in New Issue
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