Merge pull request #9047 from Poojawa/syntheticbloods

RGB Blood Reworks + Blood generator
This commit is contained in:
deathride58
2019-10-23 20:54:55 -04:00
committed by GitHub
127 changed files with 2228 additions and 965 deletions
+128 -9
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@@ -36,6 +36,12 @@
var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
var/rad_insulation = RAD_NO_INSULATION
var/icon/blood_splatter_icon
var/list/fingerprints
var/list/fingerprintshidden
var/list/blood_DNA
var/list/suit_fibers
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New()
@@ -220,7 +226,7 @@
return FALSE
/atom/proc/CheckExit()
return 1
return TRUE
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
@@ -254,14 +260,27 @@
if(article)
. = "[article] [src]"
override[EXAMINE_POSITION_ARTICLE] = article
if(SEND_SIGNAL(src, COMSIG_ATOM_GET_EXAMINE_NAME, user, override) & COMPONENT_EXNAME_CHANGED)
. = override.Join("")
///Generate the full examine string of this atom (including icon for goonchat)
/atom/proc/get_examine_string(mob/user, thats = FALSE)
. = "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
/atom/proc/examine(mob/user)
to_chat(user, get_examine_string(user, TRUE))
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
f_name += "<span class='danger'>blood-stained</span> [name]!"
to_chat(user, "[icon2html(src, user)] That's [f_name]")
// to_chat(user, "[get_examine_string(user, TRUE)].")
if(desc)
to_chat(user, desc)
@@ -326,12 +345,14 @@
//returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
/mob/living/proc/get_blood_dna_list()
if(get_blood_id() != "blood")
var/blood_id = get_blood_id()
if(!(blood_id =="blood" || blood_id == "jellyblood"))
return
return list("ANIMAL DNA" = "Y-")
/mob/living/carbon/get_blood_dna_list()
if(get_blood_id() != "blood")
var/blood_id = get_blood_id()
if(!(blood_id =="blood" || blood_id == "jellyblood"))
return
var/list/blood_dna = list()
if(dna)
@@ -349,18 +370,116 @@
var/new_blood_dna = L.get_blood_dna_list()
if(!new_blood_dna)
return FALSE
var/old_length = blood_DNA_length()
add_blood_DNA(new_blood_dna)
if(blood_DNA_length() == old_length)
LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
var/old_length = blood_DNA.len
blood_DNA |= new_blood_dna
if(blood_DNA.len == old_length)
return FALSE
return TRUE
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
LAZYINITLIST(blood_DNA)
var/old_length = blood_DNA.len
blood_DNA |= blood_dna
if(blood_DNA.len > old_length)
return TRUE
//some new blood DNA was added
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
if(!blood_dna)
return FALSE
return add_blood_DNA(blood_dna)
return add_blood_DNA(blood_dna, M.diseases)
//to add blood onto something, with blood dna info to include.
/atom/proc/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
return FALSE
/obj/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
return transfer_blood_dna(blood_dna, diseases)
/obj/item/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
if(!.)
return
add_blood_overlay()
/obj/item/proc/add_blood_overlay()
if(!blood_DNA.len)
return
if(initial(icon) && initial(icon_state))
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
add_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
. = ..()
transfer_blood = rand(2, 4)
/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
B.transfer_blood_dna(blood_dna, diseases) //give blood info to the blood decal.
return TRUE //we bloodied the floor
/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
if(head)
head.add_blood_DNA(blood_dna, diseases)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood_DNA(blood_dna, diseases)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood_DNA(blood_dna, diseases)
update_inv_neck()
if(wear_suit)
wear_suit.add_blood_DNA(blood_dna, diseases)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood_DNA(blood_dna, diseases)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood_DNA(blood_dna, diseases)
else
transfer_blood_dna(blood_dna, diseases)
bloody_hands = rand(2, 4)
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
else
colors[blood_DNA[bloop]] = 1
var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = bloodtype_to_color(colors[1])
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
sum += tmp
i++
return final_rgb
/atom/proc/clean_blood()
if(islist(blood_DNA))
blood_DNA = null
return TRUE
/atom/proc/wash_cream()
return TRUE
@@ -714,4 +833,4 @@ Proc for attack log creation, because really why not
if(filter_data[name])
filter_data -= name
update_filters()
return TRUE
return TRUE
+1 -1
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@@ -317,7 +317,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/meaty/xeno/ram_turf(turf/T)
if(!isspaceturf(T))
new /obj/effect/decal/cleanable/xenoblood(T)
new /obj/effect/decal/cleanable/blood/xeno(T)
//Station buster Tunguska
/obj/effect/meteor/tunguska
+361
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@@ -0,0 +1,361 @@
/obj/machinery/bloodbankgen
name = "blood bank generator"
desc = "Generates universally applicable synthetics for all blood types. Add regular blood to convert."
icon = 'icons/obj/bloodbank.dmi'
icon_state = "bloodbank-off"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 80
circuit = /obj/item/circuitboard/machine/bloodbankgen
interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_ALLOW_SILICON
var/draining = FALSE
var/filling = FALSE
var/obj/item/reagent_containers/blood/bag = null
var/obj/item/reagent_containers/blood/outbag = null
var/bloodstored = 0
var/maxbloodstored = 1000
var/menustat = "menu"
var/efficiency = 0
var/productivity = 0
/obj/machinery/bloodbankgen/Initialize()
. = ..()
create_reagents(1000)
update_icon()
/obj/machinery/bloodbankgen/Destroy()
QDEL_NULL(bag)
QDEL_NULL(outbag)
return ..()
/obj/machinery/bloodbankgen/contents_explosion(severity, target)
..()
if(bag)
bag.ex_act(severity, target)
if(outbag)
outbag.ex_act(severity, target)
/obj/machinery/bloodbankgen/handle_atom_del(atom/A)
..()
if(A == bag)
bag = null
update_icon()
updateUsrDialog()
if(A == outbag)
outbag = null
update_icon()
updateUsrDialog()
/obj/machinery/bloodbankgen/RefreshParts()
var/E = 0
var/P = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
E += M.rating
efficiency = E
productivity = P
/obj/machinery/bloodbankgen/update_icon()
cut_overlays()
if(is_operational())
icon_state = "bloodbank-on"
if(panel_open)
add_overlay("bloodbank-panel")
if(src.bag)
add_overlay("bloodbag-input")
if(bag.reagents.total_volume)
var/mutable_appearance/filling_overlay = mutable_appearance(icon, "input-reagent")
var/percent = round((bag.reagents.total_volume / bag.volume) * 100)
switch(percent)
if(0 to 9)
filling_overlay.icon_state = "input-reagent0"
if(10 to 24)
filling_overlay.icon_state = "input-reagent10"
if(25 to 49)
filling_overlay.icon_state = "input-reagent25"
if(50 to 74)
filling_overlay.icon_state = "input-reagent50"
if(75 to 79)
filling_overlay.icon_state = "input-reagent75"
if(80 to 90)
filling_overlay.icon_state = "input-reagent80"
if(91 to INFINITY)
filling_overlay.icon_state = "input-reagent100"
filling_overlay.color = list(mix_color_from_reagents(bag.reagents.reagent_list))
add_overlay(filling_overlay)
if(src.outbag)
add_overlay("bloodbag-output")
if(outbag.reagents.total_volume)
var/mutable_appearance/filling_overlay = mutable_appearance(icon, "output-reagent")
var/percent = round((outbag.reagents.total_volume / outbag.volume) * 100)
switch(percent)
if(0 to 9)
filling_overlay.icon_state = "output-reagent0"
if(10 to 24)
filling_overlay.icon_state = "output-reagent10"
if(25 to 49)
filling_overlay.icon_state = "output-reagent25"
if(50 to 74)
filling_overlay.icon_state = "output-reagent50"
if(75 to 79)
filling_overlay.icon_state = "output-reagent75"
if(80 to 90)
filling_overlay.icon_state = "output-reagent80"
if(91 to INFINITY)
filling_overlay.icon_state = "output-reagent100"
filling_overlay.color = list(mix_color_from_reagents(outbag.reagents.reagent_list))
add_overlay(filling_overlay)
return
/obj/machinery/bloodbankgen/process()
if(!is_operational())
return PROCESS_KILL
bloodstored = reagents.total_volume
var/transfer_amount = 20
if(draining)
if(reagents.total_volume >= reagents.maximum_volume)
draining = FALSE
return
if(bag)
if(bag.reagents.total_volume)
var/datum/reagent/blood/B = bag.reagents.has_reagent("blood")
if(B)
var/amount = reagents.maximum_volume - reagents.total_volume //monitor the machine's internal storage
amount = min(amount, transfer_amount)
if(!amount)
draining = FALSE
updateUsrDialog()
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
return
if(bag.blood_type == "SY") //no infinite loops using synthetics.
reagents.add_reagent("syntheticblood", amount)
else
reagents.add_reagent("syntheticblood", (amount+(5*efficiency)))
if(bag.reagents.total_volume >= amount)
bag.reagents.remove_reagent("blood", amount)
else
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
draining = FALSE
bag.update_icon()
update_icon()
updateUsrDialog()
else
draining = FALSE
updateUsrDialog()
return
if(filling)
if(!reagents || !reagents.total_volume)
filling = FALSE //there ain't anything in the machine yo.
return
if(outbag && outbag.reagents.total_volume < outbag.reagents.maximum_volume)
var/amount = outbag.reagents.maximum_volume - outbag.reagents.total_volume //monitor the output bag's internal storage
amount = min(amount, transfer_amount)
if(!amount)
filling = FALSE
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
updateUsrDialog()
return
reagents.trans_to(outbag, amount)
outbag.update_icon()
update_icon()
updateUsrDialog()
else
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
filling = FALSE
updateUsrDialog()
return
/obj/machinery/bloodbankgen/attackby(obj/item/O, mob/user, params)
if(user.a_intent == INTENT_HARM)
return ..()
if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O))
if(bag)
var/obj/item/reagent_containers/blood/B = bag
B.forceMove(drop_location())
bag = null
if(outbag)
var/obj/item/reagent_containers/blood/B = outbag
B.forceMove(drop_location())
outbag = null
update_icon()
return
if(default_deconstruction_crowbar(O))
return
if(istype(O, /obj/item/reagent_containers/blood))
. = 1 //no afterattack
if(!panel_open)
if(bag && outbag)
to_chat(user, "<span class='warning'>This machine already has bags attached.</span>")
if(!bag && !outbag)
var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output")
switch(choice)
if("Cancel")
return FALSE
if("Input")
attachinput(O, user)
if("Output")
attachoutput(O, user)
else if(!bag)
attachinput(O, user)
else if(!outbag)
attachoutput(O, user)
else
to_chat(user, "<span class='warning'>Close the maintenance panel first.</span>")
return
else
to_chat(user, "<span class='warning'>You cannot put this in [src]!</span>")
/obj/machinery/bloodbankgen/ui_interact(mob/user)
. = ..()
if(!is_operational())
return
var/dat
switch(menustat)
if("noblood")
dat += "<div class='statusDisplay'>You do not have enough blood product to create synthetics.</div>"
menustat = "menu"
if("complete")
dat += "<div class='statusDisplay'>Operation complete.</div>"
menustat = "menu"
if("nobagspace")
dat += "<div class='statusDisplay'>Not enough space left in container. Please replace receptical.</div>"
menustat = "menu"
dat+= "<br><B>Current Synthetics stockpile: [reagents.total_volume] units.</B><HR>"
dat += "<br>Supply Bag<HR>"
if(bag)
dat += "<br>Current Capacity: [bag.reagents.total_volume] of [bag.reagents.maximum_volume]"
if(bag.reagents && bag.reagents.total_volume)
dat += "<br><a href='?src=\ref[src];activateinput=1'>Drain</a>"
dat += "<br><a href='?src=\ref[src];detachinput=1'>Detach</a>"
dat += "<br><br>Synthetics Bag<HR>"
if(outbag)
dat += "<br>Current Capacity:[outbag.reagents.total_volume] of [outbag.reagents.maximum_volume]"
if(!(outbag.reagents.total_volume >= outbag.reagents.maximum_volume))
dat += "<br><a href='?src=\ref[src];activateoutput=1'>Fill</a>"
dat += "<br><a href='?src=\ref[src];detachoutput=1'>Detach</a>"
if(!bag && !outbag)
dat += "<div class='statusDisplay'>No containers inside, please insert container.</div>"
var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 520)
popup.set_content(dat)
popup.open()
/obj/machinery/bloodbankgen/proc/activateinput()
if(bag)
draining = TRUE
update_icon()
else
to_chat(usr, "<span class='warning'>There is no blood bag in the input slot.</span>")
return
/obj/machinery/bloodbankgen/proc/activateoutput()
if(outbag)
filling = TRUE
update_icon()
else
to_chat(usr, "<span class='warning'>There is no blood bag in the output slot.</span>")
return
/obj/machinery/bloodbankgen/proc/check_container_volume(list/reagents, multiplier = 1)
var/sum_reagents = 0
for(var/R in reagents)
sum_reagents += reagents[R]
sum_reagents *= multiplier
if(outbag.reagents.total_volume + sum_reagents > outbag.reagents.maximum_volume)
menustat = "nobagspace"
return FALSE
return TRUE
/obj/machinery/bloodbankgen/proc/detachinput()
if(bag)
bag.forceMove(drop_location())
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(bag)
bag = null
update_icon()
/obj/machinery/bloodbankgen/proc/detachoutput()
if(outbag)
outbag.forceMove(drop_location())
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(outbag)
outbag = null
update_icon()
/obj/machinery/bloodbankgen/proc/attachinput(obj/item/O, mob/user)
if(!bag)
if(!user.transferItemToLoc(O, src))
return
bag = O
to_chat(user, "<span class='notice'>You add [O] to the machine's input slot.</span>")
update_icon()
updateUsrDialog()
else
to_chat(user, "<span class='notice'>There is already something in this slot!</span>")
/obj/machinery/bloodbankgen/proc/attachoutput(obj/item/O, mob/user)
if(!outbag)
if(!user.transferItemToLoc(O, src))
return
outbag = O
to_chat(user, "<span class='notice'>You add [O] to the machine's output slot.</span>")
update_icon()
updateUsrDialog()
else
to_chat(user, "<span class='notice'>There is already something in this slot!</span>")
/obj/machinery/bloodbankgen/Topic(href, href_list)
if(..() || panel_open)
return
usr.set_machine(src)
if(href_list["activateinput"])
activateinput()
updateUsrDialog()
else if(href_list["detachinput"])
detachinput()
updateUsrDialog()
else if(href_list["activateoutput"])
activateoutput()
updateUsrDialog()
else if(href_list["detachoutput"])
detachoutput()
updateUsrDialog()
+1 -1
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@@ -326,7 +326,7 @@
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
//add_blood_DNA doesn't work for borgs/xenos, but add_blood_floor does.
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(DOOR_CRUSH_DAMAGE)
+20 -14
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@@ -8,14 +8,14 @@
icon_state = "iv_drip"
anchored = FALSE
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/mob/living/carbon/attached = null
var/mob/living/carbon/attached
var/mode = IV_INJECTING
var/obj/item/reagent_containers/beaker = null
var/obj/item/reagent_containers/beaker
var/static/list/drip_containers = typecacheof(list(/obj/item/reagent_containers/blood,
/obj/item/reagent_containers/food,
/obj/item/reagent_containers/glass))
/obj/machinery/iv_drip/Initialize()
/obj/machinery/iv_drip/Initialize(mapload)
. = ..()
update_icon()
@@ -84,6 +84,8 @@
if(Adjacent(target) && usr.Adjacent(target))
if(beaker)
usr.visible_message("<span class='warning'>[usr] attaches [src] to [target].</span>", "<span class='notice'>You attach [src] to [target].</span>")
log_combat(usr, target, "attached", src, "containing: [beaker.name] - ([beaker.reagents.log_list()])")
add_fingerprint(usr)
attached = target
START_PROCESSING(SSmachines, src)
update_icon()
@@ -100,6 +102,8 @@
return
beaker = W
to_chat(user, "<span class='notice'>You attach [W] to [src].</span>")
user.log_message("attached a [W] to [src] at [AREACOORD(src)] containing ([beaker.reagents.log_list()])", LOG_ATTACK)
add_fingerprint(user)
update_icon()
return
else
@@ -142,10 +146,11 @@
if(!amount)
if(prob(5))
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
return
// If the human is losing too much blood, beep.
if(attached.blood_volume < ( (BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) ) )
if(attached.blood_volume < ((BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) && ishuman(attached))) //really couldn't care less about monkeys
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
attached.transfer_blood_to(beaker, amount)
@@ -178,9 +183,10 @@
if(usr.incapacitated())
return
if(beaker)
beaker.forceMove(drop_location())
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
if(!usr.put_in_hands(beaker))
beaker.forceMove(drop_location())
beaker = null
update_icon()
@@ -195,27 +201,27 @@
if(usr.incapacitated())
return
mode = !mode
to_chat(usr, "The IV drip is now [mode ? "injecting" : "taking blood"].")
update_icon()
/obj/machinery/iv_drip/examine(mob/user)
..()
. = ..()
if(get_dist(user, src) > 2)
return
to_chat(user, "The IV drip is [mode ? "injecting" : "taking blood"].")
. += "[src] is [mode ? "injecting" : "taking blood"].\n"
if(beaker)
if(beaker.reagents && beaker.reagents.reagent_list.len)
to_chat(user, "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>")
. += "\t<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>\n"
else
to_chat(user, "<span class='notice'>Attached is an empty [beaker.name].</span>")
. += "\t<span class='notice'>Attached is an empty [beaker.name].</span>\n"
else
to_chat(user, "<span class='notice'>No chemicals are attached.</span>")
. += "\t<span class='notice'>No chemicals are attached.</span>\n"
to_chat(user, "<span class='notice'>[attached ? attached : "No one"] is attached.</span>")
. += "\t<span class='notice'>[attached ? attached : "No one"] is attached.</span>"
to_chat(user,.)
#undef IV_TAKING
#undef IV_INJECTING
#undef IV_INJECTING
+3 -1
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@@ -265,6 +265,8 @@
things_to_clear += occupant.GetAllContents()
for(var/atom/movable/AM in things_to_clear) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
AM.clean_blood()
AM.fingerprints = list()
var/datum/component/radioactive/contamination = AM.GetComponent(/datum/component/radioactive)
if(contamination)
qdel(contamination)
@@ -435,4 +437,4 @@
if(I)
I.forceMove(loc)
. = TRUE
update_icon()
update_icon()
+4 -6
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@@ -11,10 +11,6 @@
var/obj/item/color_source
var/max_wash_capacity = 5
/obj/machinery/washing_machine/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
/obj/machinery/washing_machine/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click it to start a wash cycle.</span>")
@@ -59,7 +55,8 @@
M.Translate(rand(-3, 3), rand(-1, 3))
animate(src, transform=M, time=2)
/obj/machinery/washing_machine/proc/clean_blood()
/obj/machinery/washing_machine/clean_blood()
..()
if(!busy)
bloody_mess = FALSE
update_icon()
@@ -67,7 +64,8 @@
/obj/machinery/washing_machine/proc/wash_cycle()
for(var/X in contents)
var/atom/movable/AM = X
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
AM.clean_blood()
AM.machine_wash(src)
busy = FALSE
@@ -8,6 +8,7 @@
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
LAZYINITLIST(blood_DNA) //Kinda needed
if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
create_reagents(300)
@@ -27,7 +28,7 @@
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
qdel(C)
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
@@ -81,7 +82,9 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
S.add_blood_DNA(return_blood_DNA())
if(blood_DNA && blood_DNA.len)
S.add_blood_DNA(blood_DNA)
S.add_blood_overlay()
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
@@ -90,4 +93,4 @@
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
else
return 0
return FALSE
@@ -1,71 +1,72 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
/obj/effect/decal/cleanable/blood/xeno
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
color = BLOOD_COLOR_XENO
/obj/effect/decal/cleanable/xenoblood/Initialize()
/obj/effect/decal/cleanable/blood/splatter/xeno
color = BLOOD_COLOR_XENO
/obj/effect/decal/cleanable/blood/gibs/xeno
color = BLOOD_COLOR_XENO
gibs_reagent_id = "liquidxenogibs"
gibs_bloodtype = "X*"
/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
. = ..()
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
update_icon()
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
cut_overlays()
var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh")
flesh.appearance_flags = RESET_COLOR
flesh.color = body_colors
add_overlay(flesh)
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
mergeable_decal = FALSE
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions)
/obj/effect/decal/cleanable/blood/gibs/xeno/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/xenoblood/xsplatter(loc)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
splat.transfer_blood_dna(blood_DNA, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act()
return
/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/blood/gibs/xeno/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/blood/gibs/xeno/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/blood/gibs/xeno/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/torso
random_icon_states = list("xgibtorso")
/obj/effect/decal/cleanable/blood/gibs/xeno/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/blood/gibs/xeno/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva
/obj/effect/decal/cleanable/blood/gibs/xeno/larva
random_icon_states = list("xgiblarva1", "xgiblarva2")
/obj/effect/decal/cleanable/xenoblood/xgibs/larva/body
/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
icon_state = "tracks"
random_icon_states = null
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
. = ..()
add_blood_DNA(list("Unknown DNA" = "X*"))
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
. = ..()
@@ -0,0 +1,233 @@
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
icon_state = "gibbl5"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
var/body_colors = "#e3ba84" //a default color just in case.
var/gibs_reagent_id = "liquidgibs"
var/gibs_bloodtype = "A+"
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/update_icon()
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
cut_overlays()
var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
guts.appearance_flags = RESET_COLOR
add_overlay(guts)
var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
flesh.appearance_flags = RESET_COLOR
flesh.color = body_colors
add_overlay(flesh)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(L,TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
/obj/effect/decal/cleanable/blood/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)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
splat.transfer_blood_dna(blood_DNA, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(GLOB.cardinals))
icon_state += "-old"
update_icon()
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's gooey."
icon_state = "1"
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/blood/gibs/human
/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/gibs/human/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/human/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/human/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/human/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/human/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/human/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
//Lizards
/obj/effect/decal/cleanable/blood/gibs/human/lizard
body_colors = "117720"
gibs_reagent_id = "liquidgibs"
gibs_bloodtype = "L"
/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/gibs/human/lizard/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/human/lizard/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/human/lizard/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/human/lizard/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/human/lizard/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/human/lizard/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
// Slime Gibs
/obj/effect/decal/cleanable/blood/gibs/slime
desc = "They look gooey and gruesome."
gibs_reagent_id = "liquidslimegibs"
gibs_bloodtype = "GEL"
/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/gibs/slime/update_icon()
add_atom_colour(body_colors, FIXED_COLOUR_PRIORITY)
cut_overlays()
var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]s_guts")
guts.appearance_flags = RESET_COLOR
guts.color = body_colors
add_overlay(guts)
var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
flesh.appearance_flags = RESET_COLOR
flesh.color = body_colors
add_overlay(flesh)
/obj/effect/decal/cleanable/blood/gibs/slime/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/slime/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/slime/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/slime/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/slime/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/slime/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/synth
desc = "They look sludgy and disgusting."
gibs_reagent_id = "liquidsyntheticgibs"
gibs_bloodtype = "SY"
/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
//IPCs
/obj/effect/decal/cleanable/blood/gibs/ipc
desc = "They look sharp yet oozing."
body_colors = "00ff00"
gibs_reagent_id = "liquidoilgibs"
gibs_bloodtype = "HF"
/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon()
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
cut_overlays()
var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]r-overlay")
guts.appearance_flags = RESET_COLOR
add_overlay(guts)
/obj/effect/decal/cleanable/blood/gibs/ipc/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/ipc/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/ipc/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/ipc/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/ipc/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/ipc/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
@@ -1,31 +1,45 @@
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
desc = "It's gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_BLOOD
bloodiness = MAX_SHOE_BLOODINESS
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)
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
return ..()
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
update_icon()
..()
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
..()
update_icon()
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
color = blood_DNA_to_color()
/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 ..()
..()
icon_state += "-old"
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/splats
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
random_icon_states = list("splatter1", "splatter2", "splatter3", "splatter4", "splatter5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
@@ -39,84 +53,23 @@
random_icon_states = null
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/update_icon()
color = blood_DNA_to_color()
/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
update_icon()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
..()
update_icon()
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
/obj/effect/decal/cleanable/blood/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)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/torso
random_icon_states = list("gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
icon_state = "1"
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
update_icon()
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
@@ -127,15 +80,16 @@
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)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
@@ -143,21 +97,21 @@
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
..()
cut_overlays()
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
@@ -170,7 +124,7 @@
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
add_overlay(bloodstep_overlay)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
@@ -179,16 +133,62 @@
. += "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, .)
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
if(color != C.color)
return
..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return 1
return 0
return TRUE
return FALSE
/* Eventually TODO: make snowflake trails like baycode's
/obj/effect/decal/cleanable/blood/footprints/tracks/shoe
name = "footprints"
desc = "They look like tracks left by footwear."
icon_state = FOOTPRINT_SHOE
print_state = FOOTPRINT_SHOE
/obj/effect/decal/cleanable/blood/footprints/tracks/foot
name = "footprints"
desc = "They look like tracks left by a bare foot."
icon_state = FOOTPRINT_FOOT
print_state = FOOTPRINT_FOOT
/obj/effect/decal/cleanable/blood/footprints/tracks/snake
name = "tracks"
desc = "They look like tracks left by a giant snake."
icon_state = FOOTPRINT_SNAKE
print_state = FOOTPRINT_SNAKE
/obj/effect/decal/cleanable/blood/footprints/tracks/paw
name = "footprints"
desc = "They look like tracks left by paws."
icon_state = FOOTPRINT_PAW
print_state = FOOTPRINT_PAW
/obj/effect/decal/cleanable/blood/footprints/tracks/claw
name = "footprints"
desc = "They look like tracks left by claws."
icon_state = FOOTPRINT_CLAW
print_state = FOOTPRINT_CLAW
/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
name = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
icon_state = FOOTPRINT_WHEEL
print_state = FOOTPRINT_WHEEL
/obj/effect/decal/cleanable/blood/footprints/tracks/body
name = "trails"
desc = "A trail left by something being dragged."
icon_state = FOOTPRINT_DRAG
print_state = FOOTPRINT_DRAG */
@@ -11,6 +11,10 @@
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/robot_debris/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidoilgibs", 5)
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
@@ -50,6 +54,7 @@
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
reagents.add_reagent("oil", 30)
reagents.add_reagent("liquidoilgibs", 5)
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
+175 -52
View File
@@ -1,25 +1,69 @@
/obj/effect/gibspawner
var/sparks = 0 //whether sparks spread
var/sparks = FALSE //whether sparks spread
var/virusProb = 20 //the chance for viruses to spread on the gibs
var/gib_mob_type //generate a fake mob to transfer DNA from if we weren't passed a mob.
var/gib_mob_species //We'll want to nip-pick their species for blood type stuff
var/sound_to_play = 'sound/effects/blobattack.ogg'
var/sound_vol = 60
var/list/gibtypes = list() //typepaths of the gib decals to spawn
var/list/gibamounts = list() //amount to spawn for each gib decal type we'll spawn.
var/list/gibdirections = list() //of lists of possible directions to spread each gib decal type towards.
/obj/effect/gibspawner/Initialize(mapload, datum/dna/MobDNA, list/datum/disease/diseases)
/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases)
. = ..()
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
to_chat(world, "<span class='danger'>Gib list length mismatch!</span>")
if(gibtypes.len != gibamounts.len)
stack_trace("Gib list amount length mismatch!")
return
if(gibamounts.len != gibdirections.len)
stack_trace("Gib list dir length mismatch!")
return
var/obj/effect/decal/cleanable/blood/gibs/gib = null
if(sound_to_play && isnum(sound_vol))
playsound(src, sound_to_play, sound_vol, TRUE)
if(sparks)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, loc)
s.start()
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
var/body_coloring = ""
if(source_mob)
dna_to_add = source_mob.get_blood_dna_list() //ez pz
if(ishuman(source_mob))
var/mob/living/carbon/human/H = source_mob
if(H.dna.species.use_skintones)
body_coloring = "#[skintone2hex(H.skin_tone)]"
else
body_coloring = "#[H.dna.features["mcolor"]]"
else if(gib_mob_type)
var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
if(gib_mob_species)
if(ishuman(temp_mob))
var/mob/living/carbon/human/H = temp_mob
H.set_species(gib_mob_species)
dna_to_add = temp_mob.get_blood_dna_list()
if(H.dna.species.use_skintones)
body_coloring = "#[skintone2hex(H.skin_tone)]"
else
body_coloring = "#[H.dna.features["mcolor"]]"
qdel(H)
else
dna_to_add = temp_mob.get_blood_dna_list()
qdel(temp_mob)
else if(!issilicon(temp_mob))
dna_to_add = temp_mob.get_blood_dna_list()
qdel(temp_mob)
else
qdel(temp_mob)
else
dna_to_add = list("Non-human DNA" = random_blood_type()) //else, generate a random bloodtype for it.
for(var/i = 1, i<= gibtypes.len, i++)
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
@@ -29,10 +73,11 @@
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
if(MobDNA)
if(dna_to_add && dna_to_add.len)
gib.add_blood_DNA(dna_to_add)
gib.body_colors = body_coloring
gib.update_icon()
else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
gib.add_blood_DNA(list("Non-human DNA" = "A+"))
var/list/directions = gibdirections[i]
if(isturf(loc))
if(directions.len)
@@ -41,80 +86,158 @@
return INITIALIZE_HINT_QDEL
/obj/effect/gibspawner/generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(2,2,1)
gibamounts = list(2, 2, 1)
sound_vol = 40
/obj/effect/gibspawner/generic/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 40, 1)
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
. = ..()
if(!gibdirections.len)
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
return ..()
/obj/effect/gibspawner/generic/animal
gib_mob_type = /mob/living/simple_animal/pet
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up, /obj/effect/decal/cleanable/blood/gibs/down, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/body, /obj/effect/decal/cleanable/blood/gibs/limb, /obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/up, /obj/effect/decal/cleanable/blood/gibs/human/down, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/body, /obj/effect/decal/cleanable/blood/gibs/human/limb, /obj/effect/decal/cleanable/blood/gibs/human/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/human
gib_mob_species = /datum/species/human
sound_vol = 50
/obj/effect/gibspawner/human/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
. = ..()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/humanbodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/core, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/torso)
/obj/effect/gibspawner/human/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/core, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/core, /obj/effect/decal/cleanable/blood/gibs/human, /obj/effect/decal/cleanable/blood/gibs/human/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/humanbodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 50, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/human/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/lizard
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/lizard/up, /obj/effect/decal/cleanable/blood/gibs/human/lizard/down, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/body, /obj/effect/decal/cleanable/blood/gibs/human/lizard/limb, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/human/species/lizard
gib_mob_species = /datum/species/lizard
sound_vol = 50
/obj/effect/gibspawner/lizard/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/lizard/bodypartless
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/core, /obj/effect/decal/cleanable/blood/gibs/human/lizard, /obj/effect/decal/cleanable/blood/gibs/human/lizard/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/lizard/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/slime
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/slime/up, /obj/effect/decal/cleanable/blood/gibs/slime/down, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/body, /obj/effect/decal/cleanable/blood/gibs/slime/limb, /obj/effect/decal/cleanable/blood/gibs/slime/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/human/species/roundstartslime
gib_mob_species = /datum/species/jelly/roundstartslime
sound_vol = 50
/obj/effect/gibspawner/slime/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/slime/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/core, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/core, /obj/effect/decal/cleanable/blood/gibs/slime, /obj/effect/decal/cleanable/blood/gibs/slime/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/slime/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/ipc
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/ipc/up, /obj/effect/decal/cleanable/blood/gibs/ipc/down, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/body, /obj/effect/decal/cleanable/blood/gibs/ipc/limb, /obj/effect/decal/cleanable/blood/gibs/ipc/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/human/species/ipc
gib_mob_species = /datum/species/ipc
sound_vol = 50
sparks = TRUE
sound_to_play = 'sound/effects/bang.ogg'
/obj/effect/gibspawner/ipc/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/ipc/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/core, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/core, /obj/effect/decal/cleanable/blood/gibs/ipc, /obj/effect/decal/cleanable/blood/gibs/ipc/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/ipc/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up, /obj/effect/decal/cleanable/xenoblood/xgibs/down, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/body, /obj/effect/decal/cleanable/xenoblood/xgibs/limb, /obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibamounts = list(1,1,1,1,1,1,1)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up, /obj/effect/decal/cleanable/blood/gibs/xeno/down, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/body, /obj/effect/decal/cleanable/blood/gibs/xeno/limb, /obj/effect/decal/cleanable/blood/gibs/xeno/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/alien
/obj/effect/gibspawner/xeno/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
. = ..()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xenobodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/core, /obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/xenoblood/xgibs/torso)
/obj/effect/gibspawner/xeno/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/core, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/core, /obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/xeno/torso)
gibamounts = list(1, 1, 1, 1, 1, 1)
/obj/effect/gibspawner/xeno/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xenobodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
. = ..()
/obj/effect/gibspawner/xeno/xenoperson
gib_mob_type = /mob/living/carbon/human/species/xeno
gib_mob_species = /datum/species/xeno
/obj/effect/gibspawner/xeno/xenoperson/bodypartless
/obj/effect/gibspawner/larva
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body, /obj/effect/decal/cleanable/xenoblood/xgibs/larva/body)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body)
gibamounts = list(1, 1, 1, 1)
gib_mob_type = /mob/living/carbon/alien/larva
/obj/effect/gibspawner/larva/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
. = ..()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
return ..()
/obj/effect/gibspawner/larvabodypartless
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva, /obj/effect/decal/cleanable/xenoblood/xgibs/larva)
/obj/effect/gibspawner/larva/bodypartless
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva, /obj/effect/decal/cleanable/blood/gibs/xeno/larva)
gibamounts = list(1, 1, 1)
/obj/effect/gibspawner/larvabodypartless/Initialize()
playsound(src, 'sound/effects/blobattack.ogg', 60, 1)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list())
. = ..()
/obj/effect/gibspawner/larva/bodypartless/Initialize()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST), list())
return ..()
/obj/effect/gibspawner/robot
sparks = 1
sparks = TRUE
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up, /obj/effect/decal/cleanable/robot_debris/down, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris, /obj/effect/decal/cleanable/robot_debris/limb)
gibamounts = list(1,1,1,1,1,1)
gibamounts = list(1, 1, 1, 1, 1, 1)
gib_mob_type = /mob/living/silicon/robot
/obj/effect/gibspawner/robot/Initialize()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
gibamounts[6] = pick(0,1,2)
. = ..()
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
gibamounts[6] = pick(0, 1, 2)
return ..()
@@ -6,7 +6,9 @@
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
if(new_color)
color = new_color
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
@@ -41,7 +43,7 @@
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
color = BLOOD_COLOR_XENO
/obj/effect/temp_visual/dir_setting/speedbike_trail
name = "speedbike trails"
+11 -1
View File
@@ -111,7 +111,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
/obj/item/Initialize()
materials = typelist("materials", materials)
@@ -537,6 +536,17 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
/obj/item/clean_blood()
. = ..()
if(.)
if(blood_splatter_icon)
cut_overlay(blood_splatter_icon)
/obj/item/clothing/gloves/clean_blood()
. = ..()
if(.)
transfer_blood = 0
/obj/item/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FOUR)
@@ -31,6 +31,15 @@
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/bloodbankgen
name = "Blood Bank Generator (Machine Board)"
build_path = /obj/machinery/bloodbankgen
req_components = list(
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 5,
/obj/item/stack/sheet/glass = 1)
/obj/item/circuitboard/machine/clonepod
name = "Clone Pod (Machine Board)"
build_path = /obj/machinery/clonepod
+1 -1
View File
@@ -410,7 +410,7 @@ SLIME SCANNER
msg += "<span class='danger'>Subject is bleeding!</span>\n"
var/blood_percent = round((C.blood_volume / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
var/blood_type = C.dna.blood_type
if(blood_id != "blood")//special blood substance
if(blood_id != ("blood" || "jellyblood"))//special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
+1
View File
@@ -27,6 +27,7 @@
/obj/item/mop/proc/clean(turf/A)
if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
A.clean_blood()
for(var/obj/effect/O in A)
if(is_cleanable(O))
qdel(O)
@@ -17,7 +17,6 @@
var/self_delay = 50
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(M.stat == DEAD && !stop_bleeding)
var/t_him = "it"
if(M.gender == MALE)
+4 -4
View File
@@ -390,9 +390,9 @@
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
add_blood_DNA(from.return_blood_DNA())
add_fingerprint_list(from.return_fingerprints())
add_hiddenprint_list(from.return_hiddenprints())
blood_DNA = from.blood_DNA
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
@@ -437,4 +437,4 @@
/datum/stack_recipe_list/New(title, recipes)
src.title = title
src.recipes = recipes
src.recipes = recipes
@@ -35,6 +35,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox/update_icon()
..()
cut_overlays()
if(blood_DNA && blood_DNA.len)
add_blood_overlay()
if(has_latches)
var/icon/I = icon('icons/obj/storage.dmi', latches)
add_overlay(I)
+3 -2
View File
@@ -346,7 +346,8 @@
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
clean_blood()
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna())
@@ -891,4 +892,4 @@
var/client/C = user.client
C.change_view(CONFIG_GET(string/default_view))
user.client.pixel_x = 0
user.client.pixel_y = 0
user.client.pixel_y = 0
+14 -7
View File
@@ -318,6 +318,7 @@
/obj/machinery/shower/proc/wash_obj(obj/O)
. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
. = O.clean_blood()
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
if(isitem(O))
var/obj/item/I = O
@@ -328,8 +329,9 @@
/obj/machinery/shower/proc/wash_turf()
if(isturf(loc))
var/turf/tile = loc
SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
tile.clean_blood()
SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/obj/effect/E in tile)
if(is_cleanable(E))
qdel(E)
@@ -381,7 +383,8 @@
else if(H.w_uniform && wash_obj(H.w_uniform))
H.update_inv_w_uniform()
if(washgloves)
SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
H.clean_blood()
SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(H.shoes && washshoes && wash_obj(H.shoes))
H.update_inv_shoes()
if(H.wear_mask && washmask && wash_obj(H.wear_mask))
@@ -398,9 +401,11 @@
else
if(M.wear_mask && wash_obj(M.wear_mask))
M.update_inv_wear_mask(0)
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
M.clean_blood()
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
else
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
L.clean_blood()
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
@@ -498,7 +503,8 @@
H.regenerate_icons()
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
user.clean_blood()
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy)
@@ -554,7 +560,8 @@
busy = FALSE
return 1
busy = FALSE
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
O.clean_blood()
O.acid_level = 0
create_reagents(5)
reagents.add_reagent(dispensedreagent, 5)
@@ -675,4 +682,4 @@
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, 1)
playsound(loc, 'sound/items/welder.ogg', 80, 1)
+1
View File
@@ -251,6 +251,7 @@
M.apply_water()
SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
clean_blood()
for(var/obj/effect/O in src)
if(is_cleanable(O))
qdel(O)