Fix few instances of bleeding white blood (#15398)

* no longer bleed white blood

* parentheses man

* fix that one bdm map spawn too
This commit is contained in:
Lin
2022-01-09 16:23:48 +00:00
committed by GitHub
parent 4de727ce6e
commit d7cbb017f6
5 changed files with 66 additions and 19 deletions

View File

@@ -54,7 +54,10 @@
/area/ruin/lavaland/unpowered)
"m" = (
/obj/structure/mineral_door/wood,
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"n" = (
@@ -68,7 +71,10 @@
/obj/machinery/light/broken{
dir = 4
},
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 6
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"q" = (
@@ -93,13 +99,33 @@
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"s" = (
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 9
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"x" = (
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"N" = (
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
"Q" = (
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 6
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
(1,1,1) = {"
i
@@ -440,7 +466,7 @@ f
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@@ -467,7 +493,7 @@ g
f
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@@ -494,7 +520,7 @@ f
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@@ -521,7 +547,7 @@ j
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@@ -548,7 +574,7 @@ k
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@@ -575,7 +601,7 @@ l
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@@ -627,7 +653,7 @@ i
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@@ -654,7 +680,7 @@ i
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@@ -681,7 +707,7 @@ i
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@@ -708,7 +734,7 @@ i
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View File

@@ -119,12 +119,20 @@
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))

View File

@@ -39,12 +39,20 @@
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
/datum/wound/pierce/handle_process()

View File

@@ -130,7 +130,11 @@
if(isalien(target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
//organs go everywhere
if(target_part && prob(10 * drill_level))

View File

@@ -4,6 +4,7 @@
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
color = BLOOD_COLOR_HUMAN // set it to red by default because the actual icons are white
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)