Some slight fixes

This commit is contained in:
Poojawa
2019-04-16 08:53:19 -05:00
parent b3e894dcbb
commit f58cc09aed
7 changed files with 39 additions and 40 deletions
@@ -3,7 +3,7 @@
/obj/effect/decal/cleanable/blood/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
blood_state = BLOOD_STATE_XENO
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_XENO
/obj/effect/decal/cleanable/blood/xenoblood/Initialize()
@@ -14,16 +14,6 @@
name = "xeno gibs"
desc = "Gnarly..."
/obj/effect/decal/cleanable/blood/xenoblood/gibs/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
new /obj/effect/decal/cleanable/blood/splatter(loc)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/xenoblood/gibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
@@ -4,21 +4,20 @@
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
blood_DNA = list()
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/cleanable/blood/Initialize()
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
update_icon()
..()
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
..()
update_icon()
return ..()
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
. = ..()
@@ -29,13 +28,13 @@
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
desc = "Looks like it's been here a while. Eew."
bloodiness = 0
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
add_blood_DNA(list("Non-human DNA" = "A+")) // Needs to happen before ..()
return ..()
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
@@ -47,7 +46,7 @@
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
name = "blood"
icon_state = "trails_1"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
@@ -63,7 +62,7 @@
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
..()
update_icon()
@@ -162,7 +161,7 @@
random_icon_states = null
var/entered_dirs = 0
var/exited_dirs = 0
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
var/list/shoe_types = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
@@ -191,7 +190,6 @@
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
..()
cut_overlays()
@@ -210,13 +208,14 @@
alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "[icon2html(initial(S.icon), user)] Some <B>[initial(S.name)]</B>.\n"
. += "some <B>[initial(S.name)]</B> [icon2html(initial(S.icon), user)]\n"
to_chat(user, .)