I'm about to go fucking APE

None of this is actually viable, Footprints aren't taking proper color, aren't updating their color. It's just default red. screm
This commit is contained in:
Poojawa
2019-08-16 04:58:16 -05:00
parent 264cbf8108
commit d71f37167f
8 changed files with 84 additions and 25 deletions
+11
View File
@@ -41,6 +41,10 @@
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))
@@ -339,3 +343,10 @@ BLIND // can't see anything
deconstruct(FALSE)
else
..()
/obj/item/clothing/transfer_blood_dna(list/blood_dna)
..()
var/list/blood_list = list(return_blood_DNA())
if(blood_list.len)
last_bloodtype = blood_list[blood_list[blood_list.len]]//trust me this works
last_blood_DNA = blood_list[blood_list.len]
-9
View File
@@ -19,9 +19,6 @@
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()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
@@ -107,9 +104,3 @@
/obj/item/proc/negates_gravity()
return FALSE
/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]
+2 -2
View File
@@ -55,9 +55,9 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform