REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

This commit is contained in:
Poojawa
2019-08-19 04:48:37 -05:00
parent 213b01b969
commit cede93299e
8 changed files with 38 additions and 59 deletions

View File

@@ -82,7 +82,7 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(length(blood_DNA))
if(blood_DNA && blood_DNA.len)
S.add_blood_DNA(blood_DNA)
S.blood_state = blood_state
update_icon()

View File

@@ -9,13 +9,10 @@
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if(length(C.blood_DNA))
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
update_icon()
return ..()
..()
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
..()

View File

@@ -41,10 +41,6 @@
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
//for blood coloration memes
var/last_bloodtype //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
var/last_blood_DNA //same as last one
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
@@ -343,9 +339,3 @@ BLIND // can't see anything
deconstruct(FALSE)
else
..()
/obj/item/clothing/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
..()
if(length(blood_dna))
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]

View File

@@ -18,6 +18,8 @@
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
var/last_blood_DNA = "" //same as last one
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
@@ -42,6 +44,13 @@
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)

View File

@@ -64,9 +64,8 @@
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_blood_DNA && S.last_bloodtype)
if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
FP.update_icon()
update_inv_shoes()
//End bloody footprints

View File

@@ -583,7 +583,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
/datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C)
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
C.blood_volume += 2 //Bloody Mary quickly restores blood loss.
..()
/datum/reagent/consumable/ethanol/brave_bull

View File

@@ -43,12 +43,10 @@
if(reac_volume >= 10 && istype(L))
L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
L.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/reaction_obj(obj/O, volume)
if(volume >= 3 && istype(O))
O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
O.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/on_new(list/data)
if(iscarbon(src))
@@ -98,11 +96,10 @@
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
if(!B)
B = new(T)
T.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B.reagents)
B.reagents.add_reagent("blood", reac_volume)
B.reagents.add_reagent(id, reac_volume)
B.update_icon()
/datum/reagent/blood/synthetics
@@ -112,11 +109,6 @@
taste_description = "oily"
color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
/datum/reagent/blood/synthetics/reaction_turf(turf/T, reac_volume)
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
B.reagents.add_reagent("syntheticblood", reac_volume)
. = ..()
/datum/reagent/blood/xenomorph
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Xenomorph Blood"
@@ -124,11 +116,7 @@
taste_description = "acidic heresy"
color = BLOOD_COLOR_XENO // greenish yellow ooze
shot_glass_icon_state = "shotglassgreen"
/datum/reagent/blood/xenomorph/reaction_turf(turf/T, reac_volume)
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
B.reagents.add_reagent("xenoblood", reac_volume)
. = ..()
pH = 2.5
/datum/reagent/blood/oil
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_OIL, "blood_type"="HF","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
@@ -136,11 +124,7 @@
id = "oilblood"
taste_description = "burnt oil"
color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
/datum/reagent/blood/oil/reaction_turf(turf/T, reac_volume)
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
B.reagents.add_reagent("oilblood", reac_volume)
. = ..()
pH = 9.75
/datum/reagent/blood/jellyblood
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
@@ -150,29 +134,16 @@
color = BLOOD_COLOR_SLIME
taste_description = "slime"
taste_mult = 1.3
/datum/reagent/blood/jellyblood/on_new(list/data)
.=..()
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/datum/species/slimecolor = H.dna.species
if("mcolor" in slimecolor.default_features)
color = H.dna.features["mcolor"]
else
color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/jellyblood/reaction_turf(turf/T, reac_volume)
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
B.reagents.add_reagent("jellyblood", reac_volume)
. = ..()
pH = 4
/datum/reagent/blood/jellyblood/on_mob_life(mob/living/carbon/M)
if(prob(10))
to_chat(M, "<span class='danger'>Your insides are burning!</span>")
if(M.dna?.species?.exotic_bloodtype != "GEL")
to_chat(M, "<span class='danger'>Your insides are burning!</span>")
M.adjustToxLoss(rand(20,60)*REM, 0)
. = 1
else if(prob(40))
M.heal_bodypart_damage(5*REM)
else if(prob(40) && isjellyperson(M))
M.heal_bodypart_damage(2*REM)
. = 1
..()
@@ -202,6 +173,7 @@
taste_description = "slime"
shot_glass_icon_state = "shotglassgreen"
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
pH = 4
/datum/reagent/liquidgibs/synth
name = "Synthetic sludge"
@@ -1106,7 +1078,7 @@
reagent_state = SOLID
taste_description = "iron"
pH = 6
overdose_threshold = 30
color = "#c2391d"
/datum/reagent/iron/on_mob_life(mob/living/carbon/C)
@@ -1120,6 +1092,17 @@
M.reagents.add_reagent("toxin", reac_volume)
..()
/datum/reagent/iron/overdose_start(mob/living/M)
to_chat(M, "<span class='userdanger'>You start feeling your guts twisting painfully!</span>")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/overdose, name)
/datum/reagent/iron/overdose_process(mob/living/carbon/C)
if(prob(20))
var/obj/item/organ/liver/L = C.getorganslot(ORGAN_SLOT_LIVER)
if (istype(L))
C.applyLiverDamage(2) //mild until the fabled med rework comes out. the organ damage galore
..()
/datum/reagent/gold
name = "Gold"
id = "gold"

View File

@@ -4,6 +4,7 @@
icon = 'icons/obj/bloodpack.dmi'
icon_state = "bloodpack"
volume = 200
reagent_flags = DRAINABLE
var/blood_type = null
var/labelled = 0
var/color_to_apply = "#FFFFFF"