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

View File

@@ -366,6 +366,8 @@
break
if(!GLOB.ratvar_awakens)
if(GLOB.clockwork_vitality <= 0)
break
GLOB.clockwork_vitality -= vitality_used
sleep(2)

View File

@@ -324,14 +324,11 @@
cooldown = world.time + cooldown_time
/obj/item/voodoo/proc/update_targets()
possible = list()
LAZYINITLIST(possible)
if(!voodoo_link)
return
var/list/prints = voodoo_link.return_fingerprints()
if(!length(prints))
return FALSE
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(prints[md5(H.dna.uni_identity)])
if(md5(H.dna.uni_identity) in voodoo_link.fingerprints)
possible |= H
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)

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@@ -35,4 +35,4 @@
A.flags_1 |= ADMIN_SPAWNED_1
else
for(var/item in contains)
new item(C)
new item(C)

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@@ -30,17 +30,31 @@
/datum/supply_pack/medical/bloodpacks
name = "Blood Pack Variety Crate"
desc = "Contains eight different blood packs for reintroducing blood to patients."
desc = "Contains ten different blood packs for reintroducing blood to patients."
cost = 3000
contains = list(/obj/item/reagent_containers/blood,
/obj/item/reagent_containers/blood,
contains = list(/obj/item/reagent_containers/blood/random,
/obj/item/reagent_containers/blood/random,
/obj/item/reagent_containers/blood/APlus,
/obj/item/reagent_containers/blood/AMinus,
/obj/item/reagent_containers/blood/BPlus,
/obj/item/reagent_containers/blood/BMinus,
/obj/item/reagent_containers/blood/OPlus,
/obj/item/reagent_containers/blood/OMinus,
/obj/item/reagent_containers/blood/lizard)
/obj/item/reagent_containers/blood/lizard,
/obj/item/reagent_containers/blood/jellyblood,
/obj/item/reagent_containers/blood/insect)
crate_name = "blood freezer"
crate_type = /obj/structure/closet/crate/freezer
/datum/supply_pack/medical/bloodpackssynth
name = "Synthetics Blood Pack Crate"
desc = "Contains five synthetics blood packs for reintroducing blood to patients."
cost = 3000
contains = list(/obj/item/reagent_containers/blood/synthetics,
/obj/item/reagent_containers/blood/synthetics,
/obj/item/reagent_containers/blood/synthetics,
/obj/item/reagent_containers/blood/synthetics,
/obj/item/reagent_containers/blood/synthetics)
crate_name = "blood freezer"
crate_type = /obj/structure/closet/crate/freezer

View File

@@ -14,11 +14,10 @@
/obj/item/clothing/gloves/ComponentInitialize()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/gloves/clean_blood)))
/obj/item/clothing/gloves/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
/obj/item/clothing/gloves/clean_blood(datum/source, strength)
. = ..()
transfer_blood = 0
/obj/item/clothing/gloves/suicide_act(mob/living/carbon/user)
@@ -30,8 +29,8 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()
@@ -41,4 +40,4 @@
// Called just before an attack_hand(), in mob/UnarmedAttack()
/obj/item/clothing/gloves/proc/Touch(atom/A, proximity)
return 0 // return 1 to cancel attack_hand()
return FALSE // return TRUE to cancel attack_hand()

View File

@@ -46,8 +46,8 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
..()

View File

@@ -59,8 +59,8 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE)
..()

View File

@@ -12,8 +12,8 @@
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
/obj/item/clothing/neck/tie
name = "tie"

View File

@@ -11,17 +11,19 @@
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/offset = 0
var/equipped_before_drop = FALSE
//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()
. = ..()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /obj/item/clothing/shoes/clean_blood)))
/obj/item/clothing/shoes/suicide_act(mob/living/carbon/user)
if(rand(2)>1)
@@ -42,22 +44,29 @@
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna, diseases)
..()
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)
var/bloody = FALSE
IF_HAS_BLOOD_DNA(src)
if(blood_DNA)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_HUMAN]
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
@@ -93,14 +102,13 @@
var/mob/M = loc
M.update_inv_shoes()
/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
/obj/item/clothing/shoes/clean_blood(datum/source, strength)
. = ..()
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_state = BLOOD_STATE_NOT_BLOODY
if(ismob(loc))
var/mob/M = loc
M.update_inv_shoes()
/obj/item/proc/negates_gravity()
return FALSE
return FALSE

View File

@@ -1,74 +1,74 @@
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in list("Naga", "Tentacle"))
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger","Deer"))
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(tauric)
. += 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", 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
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()

View File

@@ -22,8 +22,8 @@
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(blood_DNA)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay

View File

@@ -1,111 +1,107 @@
//CONTAINS: Suit fibers and Detective's Scanning Computer
/atom/proc/return_fingerprints()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.fingerprints
/atom/proc/add_fibers(mob/living/carbon/human/M)
if(M.gloves && istype(M.gloves, /obj/item/clothing/))
var/obj/item/clothing/gloves/G = M.gloves
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
if(add_blood_DNA(M.blood_DNA, M.diseases))
M.bloody_hands--
if(!suit_fibers)
suit_fibers = list()
var/fibertext
var/item_multiplier = isitem(src)?1.2:1
if(M.wear_suit)
fibertext = "Material from \a [M.wear_suit]."
if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & CHEST))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += fibertext
else if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
// "Added fibertext: [fibertext]"
suit_fibers += fibertext
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
else if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
/atom/proc/return_hiddenprints()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.hiddenprints
/atom/proc/return_blood_DNA()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.blood_DNA
/atom/proc/add_hiddenprint(mob/living/M)
if(!M || !M.key)
return
/atom/proc/blood_DNA_length()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = length(D.blood_DNA)
if(!fingerprintshidden) //Add the list if it does not exist
fingerprintshidden = list()
/atom/proc/return_fibers()
GET_COMPONENT(D, /datum/component/forensics)
if(D)
. = D.fibers
var/hasgloves = ""
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
hasgloves = "(gloves)"
var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
if(!fingerprintshidden[M.key])
fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
else
var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
if(laststamppos)
fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
fingerprintslast = M.ckey
/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
if(length(fingerprints))
. = AddComponent(/datum/component/forensics, fingerprints)
//Set ignoregloves to add prints irrespective of the mob having gloves on.
/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fingerprint(M, ignoregloves)
if(!M || !M.key)
return
/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
if(length(fibertext))
. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
add_hiddenprint(M)
/atom/proc/add_fibers(mob/living/carbon/human/M)
var/old = 0
if(M.gloves && istype(M.gloves, /obj/item/clothing))
var/obj/item/clothing/gloves/G = M.gloves
old = length(G.return_blood_DNA())
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands > 1)
old = length(M.return_blood_DNA())
if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
M.bloody_hands--
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_fibers(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
if(length(hiddenprints))
. = AddComponent(/datum/component/forensics, null, hiddenprints)
add_fibers(H)
/atom/proc/add_hiddenprint(mob/living/M)
var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
. = D.add_hiddenprint(M)
if(H.gloves) //Check if the gloves (if any) hide fingerprints
var/obj/item/clothing/gloves/G = H.gloves
if(G.transfer_prints)
ignoregloves = TRUE
/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
return FALSE
if(!ignoregloves)
H.gloves.add_fingerprint(H, TRUE) //ignoregloves = TRUE to avoid infinite loop.
return
/obj/add_blood_DNA(list/dna)
. = ..()
if(length(dna))
. = AddComponent(/datum/component/forensics, null, null, dna)
/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.add_blood_DNA(blood_dna) //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(wear_suit)
wear_suit.add_blood_DNA(blood_dna)
update_inv_wear_suit()
else if(w_uniform)
w_uniform.add_blood_DNA(blood_dna)
update_inv_w_uniform()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
G.add_blood_DNA(blood_dna)
else if(length(blood_dna))
AddComponent(/datum/component/forensics, null, null, blood_dna)
bloody_hands = rand(2, 4)
if(head)
head.add_blood_DNA(blood_dna)
update_inv_head()
else if(wear_mask)
wear_mask.add_blood_DNA(blood_dna)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_blood_DNA(blood_dna)
update_inv_neck()
update_inv_gloves() //handles bloody hands overlays and updating
return TRUE
LAZYINITLIST(fingerprints) //Add the list if it does not exist
var/full_print = md5(H.dna.uni_identity)
fingerprints[full_print] = full_print
/atom/proc/transfer_fingerprints_to(atom/A)
A.add_fingerprint_list(return_fingerprints())
A.add_hiddenprint_list(return_hiddenprints())
A.fingerprintslast = fingerprintslast
// Make sure everything are lists.
LAZYINITLIST(A.fingerprints)
LAZYINITLIST(A.fingerprintshidden)
LAZYINITLIST(fingerprints)
LAZYINITLIST(fingerprintshidden)
// Transfer
if(fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
A.fingerprintslast = fingerprintslast

View File

@@ -16,7 +16,7 @@
/obj/item/evidencebag/attackby(obj/item/I, mob/user, params)
if(evidencebagEquip(I, user))
return 1
return TRUE
/obj/item/evidencebag/handle_atom_del(atom/A)
cut_overlays()
@@ -25,12 +25,12 @@
desc = initial(desc)
/obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
if(!istype(I) || I.anchored == 1)
if(!istype(I) || I.anchored == TRUE)
return
if(istype(I, /obj/item/evidencebag))
to_chat(user, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
return 1 //now this is podracing
return TRUE //now this is podracing
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
@@ -62,7 +62,7 @@
desc = "An evidence bag containing [I]. [I.desc]"
I.forceMove(src)
w_class = I.w_class
return 1
return TRUE
/obj/item/evidencebag/attack_self(mob/user)
if(contents.len)

View File

@@ -14,7 +14,7 @@
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
var/scanning = 0
var/scanning = FALSE
var/list/log = list()
var/range = 8
var/view_check = TRUE
@@ -30,7 +30,7 @@
/obj/item/detective_scanner/attack_self(mob/user)
if(log.len && !scanning)
scanning = 1
scanning = TRUE
to_chat(user, "<span class='notice'>Printing report, please wait...</span>")
addtimer(CALLBACK(src, .proc/PrintReport), 100)
else
@@ -56,7 +56,7 @@
// Clear the logs
log = list()
scanning = 0
scanning = FALSE
/obj/item/detective_scanner/afterattack(atom/A, mob/user, params)
. = ..()
@@ -70,7 +70,7 @@
if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user))
return
scanning = 1
scanning = TRUE
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
to_chat(user, "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>")
@@ -80,14 +80,20 @@
//Make our lists
var/list/fingerprints = list()
var/list/blood = A.return_blood_DNA()
var/list/fibers = A.return_fibers()
var/list/blood = list()
var/list/fibers = list()
var/list/reagents = list()
var/target_name = A.name
// Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A))
var/mob/living/carbon/human/H = A
@@ -96,7 +102,8 @@
else if(!ismob(A))
fingerprints = A.return_fingerprints()
if(A.fingerprints && A.fingerprints.len)
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len)
@@ -115,40 +122,40 @@
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
var/found_something = 0
var/found_something = FALSE
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints
if(length(fingerprints))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints)
add_log("[finger]")
found_something = 1
found_something = TRUE
// Blood
if (length(blood))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Blood:</B></span>")
found_something = 1
found_something = TRUE
for(var/B in blood)
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers
if(length(fibers))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers)
add_log("[fiber]")
found_something = 1
found_something = TRUE
//Reagents
if(length(reagents))
sleep(30)
sleep(3 SECONDS)
add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents)
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
found_something = 1
found_something = TRUE
// Get a new user
var/mob/holder = null
@@ -164,10 +171,10 @@
to_chat(holder, "<span class='notice'>You finish scanning \the [target_name].</span>")
add_log("---------------------------------------------------------", 0)
scanning = 0
scanning = FALSE
return
/obj/item/detective_scanner/proc/add_log(msg, broadcast = 1)
/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE)
if(scanning)
if(broadcast && ismob(loc))
var/mob/M = loc
@@ -207,4 +214,4 @@
return
to_chat(user, "<span class='notice'><B>Scanner Report</B></span>")
for(var/iterLog in log)
to_chat(user, iterLog)
to_chat(user, iterLog)

View File

@@ -2,6 +2,9 @@
BLOOD SYSTEM
****************************************************/
#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
/mob/living/carbon/human/proc/suppress_bloodloss(amount)
if(bleedsuppress)
return
@@ -30,6 +33,9 @@
bleed_rate = 0
return
if(bleed_rate <= 0)
bleed_rate = 0
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
@@ -80,6 +86,9 @@
var/obj/item/bodypart/BP = X
var/brutedamage = BP.brute_dam
if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty.
continue
//We want an accurate reading of .len
listclearnulls(BP.embedded_objects)
temp_bleed += 0.5*BP.embedded_objects.len
@@ -87,7 +96,7 @@
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
bleed(bleed_rate)
@@ -105,9 +114,11 @@
/mob/living/carbon/human/bleed(amt)
amt *= physiology.bleed_mod
if(!(NOBLOOD in dna.species.species_traits))
..()
.=..()
if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
if(istype(R) && isturf(loc))
R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
/mob/living/proc/restore_blood()
blood_volume = initial(blood_volume)
@@ -123,16 +134,16 @@
//Gets blood from mob to a container or other mob, preserving all data in it.
/mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced)
if(!blood_volume || !AM.reagents)
return 0
return FALSE
if(blood_volume < (BLOOD_VOLUME_BAD * blood_ratio) && !forced)
return 0
return FALSE
if(blood_volume < amount)
amount = blood_volume
var/blood_id = get_blood_id()
if(!blood_id)
return 0
return FALSE
blood_volume -= amount
@@ -141,29 +152,27 @@
if(iscarbon(AM))
var/mob/living/carbon/C = AM
if(blood_id == C.get_blood_id())//both mobs have the same blood substance
if(blood_id == "blood") //normal blood
if(blood_id == "blood" || blood_id == "jellyblood") //normal blood
if(blood_data["viruses"])
for(var/thing in blood_data["viruses"])
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_SPECIAL) || (D.spread_flags & DISEASE_SPREAD_NON_CONTAGIOUS))
continue
C.ForceContractDisease(D)
if(!(blood_data["blood_type"] in get_safe_blood(C.dna.blood_type)))
C.reagents.add_reagent("toxin", amount * 0.5)
return 1
//This used to inject oof ouch results, but since we add the reagent, and the reagent causes oof ouch on mob life... why double dip?
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
return 1
return TRUE
AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature)
return 1
return TRUE
/mob/living/proc/get_blood_data(blood_id)
return
/mob/living/carbon/get_blood_data(blood_id)
if(blood_id == "blood") //actual blood reagent
if(blood_id == "blood" || blood_id == "jellyblood") //actual blood reagent
var/blood_data = list()
//set the blood data
blood_data["donor"] = src
@@ -174,6 +183,7 @@
blood_data["viruses"] += D.Copy()
blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
if(disease_resistances && disease_resistances.len)
blood_data["resistances"] = disease_resistances.Copy()
var/list/temp_chem = list()
@@ -206,21 +216,6 @@
if(istype(ling))
blood_data["changeling_loudness"] = ling.loudfactor
return blood_data
if(blood_id == "slimejelly") //Just so MKUltra works. Takes the minimum required data. Sishen is testing if this breaks stuff.
var/blood_data = list()
if(mind)
blood_data["mind"] = mind
else if(last_mind)
blood_data["mind"] = last_mind
if(ckey)
blood_data["ckey"] = ckey
else if(last_mind)
blood_data["ckey"] = ckey(last_mind.key)
blood_data["gender"] = gender
blood_data["real_name"] = real_name
return blood_data
//get the id of the substance this mob use as blood.
/mob/proc/get_blood_id()
@@ -234,12 +229,15 @@
if(!(HAS_TRAIT(src, TRAIT_NOCLONE)))
return "blood"
/mob/living/carbon/human/get_blood_id()
if(dna.species.exotic_blood)
/mob/living/carbon/get_blood_id()
if(isjellyperson(src))
return "jellyblood"
if(dna?.species?.exotic_blood)
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
return
return "blood"
else
return "blood"
// This is has more potential uses, and is probably faster than the old proc.
/proc/get_safe_blood(bloodtype)
@@ -248,16 +246,21 @@
return
var/static/list/bloodtypes_safe = list(
"A-" = list("A-", "O-"),
"A+" = list("A-", "A+", "O-", "O+"),
"B-" = list("B-", "O-"),
"B+" = list("B-", "B+", "O-", "O+"),
"AB-" = list("A-", "B-", "O-", "AB-"),
"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+"),
"O-" = list("O-"),
"O+" = list("O-", "O+"),
"L" = list("L"),
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U")
"A-" = list("A-", "O-", "SY"),
"A+" = list("A-", "A+", "O-", "O+", "SY"),
"B-" = list("B-", "O-", "SY"),
"B+" = list("B-", "B+", "O-", "O+", "SY"),
"AB-" = list("A-", "B-", "O-", "AB-", "SY"),
"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "SY"),
"O-" = list("O-","SY"),
"O+" = list("O-", "O+","SY"),
"L" = list("L","SY"),
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"),
"HF" = list("HF", "SY"),
"X*" = list("X*", "SY"),
"SY" = list("SY"),
"GEL" = list("GEL","SY"),
"BUG" = list("BUG", "SY")
)
var/safe = bloodtypes_safe[bloodtype]
@@ -266,7 +269,7 @@
//to add a splatter of blood or other mob liquid.
/mob/living/proc/add_splatter_floor(turf/T, small_drip)
if(get_blood_id() != "blood")
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
@@ -280,24 +283,27 @@
drop.drips++
drop.add_overlay(pick(drop.random_icon_states))
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
else
temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
temp_blood_DNA = list()
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
qdel(drop)//the drip is replaced by a bigger splatter
else
drop = new(T, get_static_viruses())
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/B = locate() in T
var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
if (B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
if(temp_blood_DNA)
B.add_blood_DNA(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
if(!(NOBLOOD in dna.species.species_traits))
@@ -306,10 +312,10 @@
/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
if(!T)
@@ -318,6 +324,44 @@
if(!B)
B = new(T)
/mob/living/proc/add_splash_floor(turf/T)
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
/mob/living/carbon/human/add_splash_floor(turf/T)
if(!(NOBLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
if(!B)
B = new(T)
//This is a terrible way of handling it.
/mob/living/proc/ResetBloodVol()
if(ishuman(src))

View File

@@ -147,9 +147,9 @@
/mob/living/proc/exit_blood_effect(obj/effect/decal/cleanable/B)
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
//Makes the mob have the color of the blood pool it came out of
var/newcolor = rgb(149, 10, 10)
if(istype(B, /obj/effect/decal/cleanable/xenoblood))
newcolor = rgb(43, 186, 0)
var/newcolor = BLOOD_COLOR_HUMAN
if(istype(B, /obj/effect/decal/cleanable/blood/xeno))
newcolor = BLOOD_COLOR_XENO
add_atom_colour(newcolor, TEMPORARY_COLOUR_PRIORITY)
// but only for a few seconds
spawn(30)

View File

@@ -10,7 +10,10 @@
/mob/living/brain/Initialize()
. = ..()
create_dna(src)
stored_dna.initialize_dna(random_blood_type())
if(stored_dna.blood_type)
stored_dna.initialize_dna(stored_dna.blood_type)
else
stored_dna.initialize_dna(random_blood_type())
if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned)
var/obj/item/organ/brain/OB = new(loc) //we create a new brain organ for it.
OB.brainmob = src
@@ -21,6 +24,8 @@
if(!stored_dna.species)
var/rando_race = pick(GLOB.roundstart_races)
stored_dna.species = new rando_race()
if(stored_dna.species.exotic_bloodtype)
stored_dna.blood_type = stored_dna.species.exotic_bloodtype
/mob/living/brain/Destroy()
if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.

View File

@@ -20,7 +20,7 @@
var/heat_protection = 0.5
var/leaping = 0
gib_type = /obj/effect/decal/cleanable/xenoblood/xgibs
gib_type = /obj/effect/decal/cleanable/blood/gibs/xeno
unique_name = 1
var/static/regex/alien_name_regex = new("alien (larva|sentinel|drone|hunter|praetorian|queen)( \\(\\d+\\))?")

View File

@@ -2,7 +2,7 @@
if(with_bodyparts)
new /obj/effect/gibspawner/xeno(drop_location())
else
new /obj/effect/gibspawner/xenobodypartless(drop_location())
new /obj/effect/gibspawner/xeno/bodypartless(drop_location())
/mob/living/carbon/alien/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-a")

View File

@@ -10,7 +10,7 @@
if(with_bodyparts)
new /obj/effect/gibspawner/larva(drop_location())
else
new /obj/effect/gibspawner/larvabodypartless(drop_location())
new /obj/effect/gibspawner/larva/bodypartless(drop_location())
/mob/living/carbon/alien/larva/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-l")

View File

@@ -89,6 +89,8 @@
owner.adjustFireLoss(-heal_amt)
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt)
if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL))
owner.blood_volume += 5
else
owner.adjustPlasma(plasma_rate * 0.1)

View File

@@ -49,6 +49,7 @@
//Gets filled up in create_bodyparts()
var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
var/list/leg_bodyparts = list()
var/icon_render_key = ""
var/static/list/limb_icon_cache = list()

View File

@@ -85,7 +85,7 @@
if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
amount = -amount
if(amount > 0)
blood_volume -= 5*amount
blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough.
else
blood_volume -= amount
return ..()

View File

@@ -5,10 +5,35 @@
new /obj/effect/temp_visual/dust_animation(loc, "dust-h")
/mob/living/carbon/human/spawn_gibs(with_bodyparts)
if(with_bodyparts)
new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
if(isjellyperson(src))
if(with_bodyparts)
new /obj/effect/gibspawner/slime(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/slime/bodypartless(drop_location(), dna, get_static_viruses())
if(isipcperson(src))
if(with_bodyparts)
new /obj/effect/gibspawner/ipc(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/ipc/bodypartless(drop_location(), dna, get_static_viruses())
if(isxenoperson(src))
if(with_bodyparts)
new /obj/effect/gibspawner/xeno/xenoperson(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/xeno/xenoperson/bodypartless(drop_location(), dna, get_static_viruses())
if(islizard(src))
if(with_bodyparts)
new /obj/effect/gibspawner/lizard(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/lizard/bodypartless(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/humanbodypartless(drop_location(), dna, get_static_viruses())
if(with_bodyparts)
new /obj/effect/gibspawner/human(drop_location(), dna, get_static_viruses())
else
new /obj/effect/gibspawner/human/bodypartless(drop_location(), dna, get_static_viruses())
/mob/living/carbon/human/spawn_dust(just_ash = FALSE)
if(just_ash)

View File

@@ -1,4 +1,4 @@
/mob/living/carbon/human/examine(mob/user) //User is the person being examined
/mob/living/carbon/human/examine(mob/user)
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
@@ -45,7 +45,7 @@
if(wear_suit)
msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
//suit/armor storage
if(s_store)
if(s_store && !(SLOT_S_STORE in obscured))
msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
//back
if(back)
@@ -56,11 +56,10 @@
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
GET_COMPONENT(FR, /datum/component/forensics)
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
else if(FR && length(FR.blood_DNA))
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
@@ -86,7 +85,7 @@
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if (wear_neck && !(SLOT_NECK in obscured))
if(wear_neck && !(SLOT_NECK in obscured))
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes
@@ -152,7 +151,7 @@
var/temp = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>"
msg += "<span class='warning'>" //Everything below gets this span
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/list/disabled = list()

View File

@@ -32,7 +32,7 @@
if(CONFIG_GET(flag/disable_stambuffer))
togglesprint()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, .proc/clean_blood)))
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood)))
/mob/living/carbon/human/ComponentInitialize()
@@ -689,16 +689,17 @@
if(..())
dropItemToGround(I)
/mob/living/carbon/human/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
if(gloves)
if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
update_inv_gloves()
/mob/living/carbon/human/clean_blood()
var/mob/living/carbon/human/H = src
if(H.gloves)
if(H.gloves.clean_blood())
H.update_inv_gloves()
else
if(bloody_hands)
bloody_hands = 0
update_inv_gloves()
..() // Clear the Blood_DNA list
if(H.bloody_hands)
H.bloody_hands = 0
H.update_inv_gloves()
update_icons() //apply the now updated overlays to the mob
/mob/living/carbon/human/wash_cream()
if(creamed) //clean both to prevent a rare bug
@@ -1104,3 +1105,18 @@
/mob/living/carbon/human/species/zombie/krokodil_addict
race = /datum/species/krokodil_addict
/mob/living/carbon/human/species/mammal
race = /datum/species/mammal
/mob/living/carbon/human/species/insect
race = /datum/species/insect
/mob/living/carbon/human/species/xeno
race = /datum/species/xeno
/mob/living/carbon/human/species/ipc
race = /datum/species/ipc
/mob/living/carbon/human/species/roundstartslime
race = /datum/species/jelly/roundstartslime

View File

@@ -51,6 +51,9 @@
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/name_override //For temporary visible name changes
var/genital_override = FALSE //Force genitals on things incase of chems

View File

@@ -127,3 +127,9 @@
return FALSE
return .
/*
/mob/living/carbon/human/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]*/

View File

@@ -56,20 +56,20 @@
//Bloody footprints
var/turf/T = get_turf(src)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
if (oldFP.blood_state == S.blood_state)
return
//No oldFP or they're all a different kind of blood
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.add_blood_DNA(S.return_blood_DNA())
FP.update_icon()
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
return
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
FP.update_icon()
update_inv_shoes()
//End bloody footprints
S.step_action()
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.

View File

@@ -339,7 +339,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/proc/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load)
if(C.dna.species.exotic_bloodtype)
C.dna.blood_type = random_blood_type()
if(!new_species.exotic_bloodtype)
C.dna.blood_type = random_blood_type()
else
C.dna.blood_type = new_species.exotic_bloodtype
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(TRUE)
for(var/X in inherent_traits)
@@ -1024,6 +1027,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return "TAUR"
//END EDIT
/* TODO: Snowflake trail marks
// Impliments different trails for species depending on if they're wearing shoes.
/datum/species/proc/get_move_trail(var/mob/living/carbon/human/H)
if(H.lying)
return /obj/effect/decal/cleanable/blood/footprints/tracks/body
if(H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)))
var/obj/item/clothing/shoes/shoes = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) ? H.wear_suit : H.shoes // suits take priority over shoes
return shoes.move_trail
else
return move_trail */
/datum/species/proc/spec_life(mob/living/carbon/human/H)
if(HAS_TRAIT(H, TRAIT_NOBREATH))

View File

@@ -17,6 +17,7 @@
toxic_food = MEAT | RAW
mutanteyes = /obj/item/organ/eyes/insect
should_draw_citadel = TRUE
exotic_bloodtype = "BUG"
/datum/species/insect/on_species_gain(mob/living/carbon/C)
. = ..()

View File

@@ -10,6 +10,7 @@
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/fly
disliked_food = null
liked_food = GROSS
exotic_bloodtype = "BUG"
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "pestkiller")

View File

@@ -65,7 +65,7 @@
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
skinned_type = /obj/item/stack/sheet/animalhide/xeno
exotic_bloodtype = "L"
exotic_bloodtype = "X*"
damage_overlay_type = "xeno"
liked_food = MEAT

View File

@@ -12,8 +12,8 @@
default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
mutanttongue = /obj/item/organ/tongue/robot/ipc
exotic_blood = "oil"
mutant_heart = /obj/item/organ/heart/ipc
exotic_bloodtype = "HF"
var/datum/action/innate/monitor_change/screen

View File

@@ -4,13 +4,15 @@
id = "jelly"
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD,WINGCOLOR)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur", "deco_wings") //CIT CHANGE
default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") //CIT CHANGE
inherent_traits = list(TRAIT_TOXINLOVER)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
exotic_blood = "slimejelly"
exotic_blood = "jellyblood"
exotic_bloodtype = "GEL"
damage_overlay_type = ""
var/datum/action/innate/regenerate_limbs/regenerate_limbs
var/datum/action/innate/slime_change/slime_change //CIT CHANGE
@@ -121,7 +123,7 @@
name = "Xenobiological Slime Entity"
id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 150
@@ -396,7 +398,7 @@
id = "slimeperson"
limbs_id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,NOBLOOD)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
inherent_traits = list(TRAIT_TOXINLOVER)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur")
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")

View File

@@ -180,7 +180,7 @@ There are several things that need to be remembered:
inv.update_icon()
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
if(get_num_arms() < 2)
if(has_left_hand())
bloody_overlay.icon_state = "bloodyhands_left"
@@ -270,6 +270,32 @@ There are several things that need to be remembered:
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
/*
if(!shoes && bloody_feet)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(dna.features["taur"] != "None")
if(dna.features["taur"] in GLOB.noodle_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "snekbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "snekbloodyfeet_right"
else if(dna.features["taur"] in GLOB.paw_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "pawbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "pawbloodyfeet_right"
else
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "bloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "bloodyfeet_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay*/
if(shoes)
var/obj/item/clothing/shoes/S = shoes

View File

@@ -97,8 +97,12 @@
/mob/living/carbon/update_damage_overlays()
remove_overlay(DAMAGE_LAYER)
var/dam_colors = "#E62525"
if(ishuman(src))
var/mob/living/carbon/human/H = src
dam_colors = bloodtype_to_color(H.dna.blood_type)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
overlays_standing[DAMAGE_LAYER] = damage_overlay
for(var/X in bodyparts)

View File

@@ -198,7 +198,6 @@
)
if(blood)
target_types += /obj/effect/decal/cleanable/xenoblood
target_types += /obj/effect/decal/cleanable/blood
target_types += /obj/effect/decal/cleanable/trail_holder
target_types += /obj/effect/decal/cleanable/insectguts

View File

@@ -476,7 +476,8 @@
if(isturf(next))
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
B.add_blood_DNA(return_blood_DNA())
if(blood_DNA && blood_DNA.len)
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.setDir(newdir)
@@ -489,7 +490,6 @@
B.setDir(newdir)
bloodiness--
var/oldloc = loc
var/moved = step_towards(src, next) // attempt to move
if(cell)

View File

@@ -168,7 +168,6 @@
/mob/living/simple_animal/hostile/alien/maid/Initialize(mapload)
. = ..()
AddComponent(/datum/component/cleaning)
/mob/living/simple_animal/hostile/alien/maid/AttackingTarget()
if(ismovableatom(target))
@@ -177,6 +176,7 @@
qdel(target)
return TRUE
var/atom/movable/M = target
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
M.clean_blood()
visible_message("[src] polishes \the [target].")
return TRUE

View File

@@ -39,7 +39,7 @@
animal_species = /mob/living/simple_animal/hostile/asteroid/gutlunch
childtype = list(/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck = 45, /mob/living/simple_animal/hostile/asteroid/gutlunch/guthen = 55)
wanted_objects = list(/obj/effect/decal/cleanable/xenoblood/xgibs, /obj/effect/decal/cleanable/blood/gibs/)
wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/)
var/obj/item/udder/gutlunch/udder = null
/mob/living/simple_animal/hostile/asteroid/gutlunch/Initialize()

View File

@@ -487,6 +487,26 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/can_hear()
. = TRUE
/proc/bloodtype_to_color(var/type)
. = BLOOD_COLOR_HUMAN
switch(type)
if("U")//Universal blood; a bit orange
. = BLOOD_COLOR_UNIVERSAL
if("SY")//Synthetics blood; blue
. = BLOOD_COLOR_SYNTHETIC
if("L")//lizard, a bit pink/purple
. = BLOOD_COLOR_LIZARD
if("X*")//xeno blood; greenish yellow
. = BLOOD_COLOR_XENO
if("HF")// Oil/Hydraulic blood. something something why not. reee
. = BLOOD_COLOR_OIL
if("GEL")// slimepeople blood, rgb 0, 255, 144
. = BLOOD_COLOR_SLIME
if("BUG")// yellowish, like, y'know bug guts I guess.
. = BLOOD_COLOR_BUG
//add more stuff to the switch if you have more blood colors for different types
// the defines are in _DEFINES/misc.dm
//Examine text for traits shared by multiple types. I wish examine was less copypasted.
/mob/proc/common_trait_examine()
if(HAS_TRAIT(src, TRAIT_DISSECTED))
@@ -497,4 +517,4 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
dissectionmsg = " via Experimental Dissection"
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Thorough Dissection"))
dissectionmsg = " via Thorough Dissection"
. += "<span class='notice'>This body has been dissected and analyzed[dissectionmsg].</span><br>"
. += "<span class='notice'>This body has been dissected and analyzed[dissectionmsg].</span><br>"

View File

@@ -158,6 +158,7 @@
if(..())
if(reagents.total_volume)
if(M.reagents)
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)

View File

@@ -170,7 +170,7 @@
if(iscarbon(user))
var/mob/living/carbon/C = user
user_dna = C.dna
B.add_blood_DNA(user_dna)
B.add_blood_DNA(user_dna, C.diseases)
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
return(BRUTELOSS)

View File

@@ -163,15 +163,26 @@
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
var/obj/item/bodypart/B = L.get_bodypart(def_zone)
if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
do_sparks(2, FALSE, target.loc)
if(prob(25))
new /obj/effect/decal/cleanable/oil(target_loca)
else if(isalien(L))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
if(iscarbon(L))
var/mob/living/carbon/C = L
C.bleed(damage)
else
L.add_splatter_floor(target_loca)
else if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)

View File

@@ -17,31 +17,40 @@
/obj/item/projectile/bullet/c45_cleaning/on_hit(atom/target, blocked = FALSE)
. = ..()
var/turf/T = get_turf(target)
//section shamelessly copypasta'd from the clean component
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
for(var/A in T)
if(is_cleanable(A))
qdel(A)
else if(istype(A, /obj/item))
var/obj/item/I = A
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(ismob(I.loc))
var/mob/M = I.loc
else if(isitem(A))
var/obj/item/cleaned_item = A
SEND_SIGNAL(cleaned_item, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_item.clean_blood()
if(ismob(cleaned_item.loc))
var/mob/M = cleaned_item.loc
M.regenerate_icons()
else if(ishuman(A))
var/mob/living/carbon/human/cleaned_human = A
if(cleaned_human.head)
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(cleaned_human.wear_suit)
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else if(cleaned_human.w_uniform)
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(cleaned_human.shoes)
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
cleaned_human.wash_cream()
cleaned_human.regenerate_icons()
if(cleaned_human.lying)
if(cleaned_human.head)
SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.head.clean_blood()
cleaned_human.update_inv_head()
if(cleaned_human.wear_suit)
SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.wear_suit.clean_blood()
cleaned_human.update_inv_wear_suit()
else if(cleaned_human.w_uniform)
SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.w_uniform.clean_blood()
cleaned_human.update_inv_w_uniform()
if(cleaned_human.shoes)
SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes()
SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
cleaned_human.clean_blood()
cleaned_human.wash_cream()
cleaned_human.regenerate_icons()
// 4.6x30mm (Autorifles)
@@ -57,4 +66,4 @@
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 10
fire_stacks = 1
fire_stacks = 1

View File

@@ -188,7 +188,7 @@
to_chat(usr, "<span class='warning'>ERROR: Cannot replicate virus strain.</span>")
return
A = A.Copy()
var/list/data = list("viruses" = list(A))
var/list/data = list("blood_DNA" = "UNKNOWN DNA", "blood_type" = "SY", "viruses" = list(A))
var/obj/item/reagent_containers/glass/bottle/B = new(drop_location())
B.name = "[A.name] culture bottle"
B.desc = "A small bottle. Contains [A.agent] culture in synthblood medium."

View File

@@ -1,9 +1,9 @@
/datum/reagent/blood
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"= null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Blood"
id = "blood"
color = "#C80000" // rgb: 200, 0, 0
description = "Blood from a human, or otherwise."
color = BLOOD_COLOR_HUMAN // rgb: 200, 0, 0
description = "Blood from some creature."
metabolization_rate = 5 //fast rate so it disappears fast.
taste_description = "iron"
taste_mult = 1.3
@@ -28,27 +28,75 @@
if(iscarbon(L))
var/mob/living/carbon/C = L
if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
C.reagents.add_reagent("toxin", reac_volume * 0.5)
else
C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
var/blood_id = C.get_blood_id()
if((blood_id == "blood" || blood_id == "jellyblood") && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio)
// we don't care about bloodtype here, we're just refilling the mob
if(reac_volume >= 10 && istype(L))
if(reac_volume >= 10 && istype(L) && method != INJECT)
L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
/datum/reagent/blood/on_mob_life(mob/living/carbon/C) //Because lethals are preferred over stamina. damnifino.
var/blood_id = C.get_blood_id()
if((blood_id == "blood" || blood_id == "jellyblood"))
if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type))) //we only care about bloodtype here because this is where the poisoning should be
C.adjustToxLoss(rand(2,8)*REM, TRUE, TRUE) //forced to ensure people don't use it to gain beneficial toxin as slime person
..()
/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.add_blood_DNA(data)
/datum/reagent/blood/reaction_turf(turf/T, reac_volume)//splash the blood all over the place
if(!istype(T))
return
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
if(!B)
B = new(T)
if(data["blood_DNA"])
B.blood_DNA[data["blood_DNA"]] = data["blood_type"]
if(!B.reagents)
B.reagents.add_reagent(id, reac_volume)
B.update_icon()
/datum/reagent/blood/on_new(list/data)
if(istype(data))
SetViruses(src, data)
color = bloodtype_to_color(data["blood_type"])
if(data["blood_type"] == "SY")
name = "Synthetic Blood"
taste_description = "oily"
if(data["blood_type"] == "X*")
name = "Xenomorph Blood"
taste_description = "acidic heresy"
shot_glass_icon_state = "shotglassgreen"
pH = 2.5
if(data["blood_type"] == "HF")
name = "Hydraulic Blood"
taste_description = "burnt oil"
pH = 9.75
if(data["blood_type"] == "BUG")
name = "Insect Blood"
taste_description = "greasy"
pH = 7.25
if(data["blood_type"] == "L")
name = "Lizard Blood"
taste_description = "spicy"
pH = 6.85
/datum/reagent/blood/on_merge(list/mix_data)
if(data && mix_data)
if(data["blood_DNA"] != mix_data["blood_DNA"])
data["cloneable"] = 0 //On mix, consider the genetic sampling unviable for pod cloning if the DNA sample doesn't match.
data["cloneable"] = FALSE //On mix, consider the genetic sampling unviable for pod cloning if the DNA sample doesn't match.
if(data["viruses"] || mix_data["viruses"])
var/list/mix1 = data["viruses"]
@@ -78,27 +126,111 @@
var/datum/disease/D = thing
. += D
/datum/reagent/blood/reaction_turf(turf/T, reac_volume)//splash the blood all over the place
if(!istype(T))
return
if(reac_volume < 3)
return
/datum/reagent/blood/synthetics
data = list("donor"=null,"viruses"=null,"blood_DNA"="REPLICATED", "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Synthetic Blood"
id = "syntheticblood"
taste_description = "oily"
color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
if(!B)
B = new(T)
if(data["blood_DNA"])
B.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
/datum/reagent/blood/lizard
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_LIZARD, "blood_type"="L","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Lizard Blood"
id = "lizardblood"
taste_description = "spicy"
color = BLOOD_COLOR_LIZARD // rgb: 11, 7, 48
pH = 6.85
/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)
name = "Slime Jelly Blood"
id = "jellyblood"
description = "A gooey semi-liquid produced from one of the deadliest lifeforms in existence. SO REAL."
color = BLOOD_COLOR_SLIME
taste_description = "slime"
taste_mult = 1.3
pH = 4
/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"
id = "xenoblood"
taste_description = "acidic heresy"
color = BLOOD_COLOR_XENO // greenish yellow ooze
shot_glass_icon_state = "shotglassgreen"
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)
name = "Hydraulic Blood"
id = "oilblood"
taste_description = "burnt oil"
color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
pH = 9.75
/datum/reagent/blood/insect
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_BUG, "blood_type"="BUG","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Insectoid Blood"
id = "bugblood"
taste_description = "waxy"
color = BLOOD_COLOR_BUG // Bug colored, I guess.
pH = 7.25
/datum/reagent/blood/jellyblood/on_mob_life(mob/living/carbon/M)
if(prob(10))
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) && isjellyperson(M))
M.heal_bodypart_damage(2*REM)
. = 1
..()
/datum/reagent/liquidgibs
name = "Liquid gibs"
id = "liquidgibs"
color = "#FF9966"
color = BLOOD_COLOR_HUMAN
description = "You don't even want to think about what's in here."
taste_description = "gross iron"
shot_glass_icon_state = "shotglassred"
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"= "O+","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
pH = 7.45
/datum/reagent/liquidgibs/xeno
name = "Liquid xeno gibs"
id = "liquidxenogibs"
color = BLOOD_COLOR_XENO
taste_description = "blended heresy"
shot_glass_icon_state = "shotglassgreen"
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)
pH = 2.5
/datum/reagent/liquidgibs/slime
name = "Slime sludge"
id = "liquidslimegibs"
color = BLOOD_COLOR_SLIME
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"
id = "liquidsyntheticgibs"
color = BLOOD_COLOR_SYNTHETIC
taste_description = "jellied plastic"
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
/datum/reagent/liquidgibs/oil
name = "Hydraulic sludge"
id = "liquidoilgibs"
color = BLOOD_COLOR_OIL
taste_description = "chunky burnt 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)
pH = 9.75
/datum/reagent/vaccine
//data must contain virus type
name = "Vaccine"
@@ -585,6 +717,30 @@
race = /datum/species/android
mutationtext = "<span class='danger'>The pain subsides. You feel... artificial.</span>"
//Citadel Races
/datum/reagent/mutationtoxin/mammal
name = "Mammal Mutation Toxin"
id = "mammalmutationtoxin"
description = "A glowing toxin."
color = "#5EFF3B" //RGB: 94, 255, 59
race = /datum/species/mammal
mutationtext = "<span class='danger'>The pain subsides. You feel... fluffier.</span>"
/datum/reagent/mutationtoxin/insect
name = "Insect Mutation Toxin"
id = "insectmutationtoxin"
description = "A glowing toxin."
color = "#5EFF3B" //RGB: 94, 255, 59
race = /datum/species/insect
mutationtext = "<span class='danger'>The pain subsides. You feel... attracted to dark, moist areas.</span>"
/datum/reagent/mutationtoxin/xenoperson
name = "Xeno-Hybrid Mutation Toxin"
id = "xenopersonmutationtoxin"
description = "A glowing toxin."
color = "#5EFF3B" //RGB: 94, 255, 59
race = /datum/species/xeno
mutationtext = "<span class='danger'>The pain subsides. You feel... oddly longing for the Queen.</span>" //sadly, not the British one.
//BLACKLISTED RACES
/datum/reagent/mutationtoxin/skeleton
@@ -947,12 +1103,12 @@
reagent_state = SOLID
taste_description = "iron"
pH = 6
overdose_threshold = 30
color = "#c2391d"
/datum/reagent/iron/on_mob_life(mob/living/carbon/C)
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
C.blood_volume += 0.5
C.blood_volume += 0.01 //we'll have synthetics from medbay.
..()
/datum/reagent/iron/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
@@ -961,6 +1117,17 @@
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"
@@ -1077,17 +1244,19 @@
pH = 5.5
/datum/reagent/space_cleaner/reaction_obj(obj/O, reac_volume)
if(istype(O, /obj/effect/decal/cleanable))
if(istype(O, /obj/effect/decal/cleanable) || istype(O, /obj/item/projectile/bullet/reusable/foam_dart) || istype(O, /obj/item/ammo_casing/caseless/foam_dart))
qdel(O)
else
if(O)
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
O.clean_blood()
/datum/reagent/space_cleaner/reaction_turf(turf/T, reac_volume)
if(reac_volume >= 1)
T.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(T, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
T.clean_blood()
for(var/obj/effect/decal/cleanable/C in T)
qdel(C)
@@ -1105,26 +1274,33 @@
H.lip_style = null
H.update_body()
for(var/obj/item/I in C.held_items)
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
I.clean_blood()
if(C.wear_mask)
if(SEND_SIGNAL(C.wear_mask, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
SEND_SIGNAL(C.wear_mask, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(C.wear_mask.clean_blood())
C.update_inv_wear_mask()
if(ishuman(M))
var/mob/living/carbon/human/H = C
if(H.head)
if(SEND_SIGNAL(H.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
SEND_SIGNAL(H.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(H.head.clean_blood())
H.update_inv_head()
if(H.wear_suit)
if(SEND_SIGNAL(H.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
SEND_SIGNAL(H.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit()
else if(H.w_uniform)
if(SEND_SIGNAL(H.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
SEND_SIGNAL(H.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform()
if(H.shoes)
if(SEND_SIGNAL(H.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
SEND_SIGNAL(H.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(H.shoes.clean_blood())
H.update_inv_shoes()
H.wash_cream()
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
M.clean_blood()
/datum/reagent/space_cleaner/ez_clean
name = "EZ Clean"

View File

@@ -283,6 +283,12 @@
results = list("regen_jelly" = 2)
required_reagents = list("tricordrazine" = 1, "slimejelly" = 1)
/datum/chemical_reaction/jelly_convert
name = "Blood Jelly Conversion"
id = "blood_jelly"
results = list("slimejelly" = 1)
required_reagents = list("toxin" = 1, "jellyblood" = 1)
/datum/chemical_reaction/corazone
name = "Corazone"
id = "corazone"

View File

@@ -26,7 +26,7 @@
create_reagents(volume, reagent_flags)
if(spawned_disease)
var/datum/disease/F = new spawned_disease()
var/list/data = list("viruses"= list(F))
var/list/data = list("blood_DNA" = "UNKNOWN DNA", "blood_type" = "SY","viruses"= list(F))
reagents.add_reagent("blood", disease_amount, data)
add_initial_reagents()

View File

@@ -4,13 +4,16 @@
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"
var/mutable_appearance/fill_overlay
/obj/item/reagent_containers/blood/Initialize()
. = ..()
if(blood_type != null)
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_colour"=color, "blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
/obj/item/reagent_containers/blood/on_reagent_change(changetype)
@@ -18,6 +21,7 @@
var/datum/reagent/blood/B = reagents.has_reagent("blood")
if(B && B.data && B.data["blood_type"])
blood_type = B.data["blood_type"]
color_to_apply = bloodtype_to_color(blood_type)
else
blood_type = null
update_pack_name()
@@ -45,7 +49,7 @@
/obj/item/reagent_containers/blood/random/Initialize()
icon_state = "bloodpack"
blood_type = pick("A+", "A-", "B+", "B-", "O+", "O-", "L")
blood_type = pick("A+", "A-", "B+", "B-", "O+", "O-", "L", "SY", "HF", "GEL", "BUG")
return ..()
/obj/item/reagent_containers/blood/APlus
@@ -72,6 +76,18 @@
/obj/item/reagent_containers/blood/universal
blood_type = "U"
/obj/item/reagent_containers/blood/synthetics
blood_type = "SY"
/obj/item/reagent_containers/blood/oilblood
blood_type = "HF"
/obj/item/reagent_containers/blood/jellyblood
blood_type = "GEL"
/obj/item/reagent_containers/blood/insect
blood_type = "BUG"
/obj/item/reagent_containers/blood/attackby(obj/item/I, mob/user, params)
if (istype(I, /obj/item/pen) || istype(I, /obj/item/toy/crayon))
if(!user.is_literate())

View File

@@ -89,3 +89,11 @@
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_ENGINEERING
build_path = /obj/item/circuitboard/machine/clonescanner
category = list("Medical Machinery")
/datum/design/board/bloodbankgen
name = "Machine Design (Blood Bank Generator Board)"
desc = "The circuit board for a blood bank generator."
id = "bloodbankgen"
build_path = /obj/item/circuitboard/machine/bloodbankgen
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
category = list ("Medical Machinery")

View File

@@ -60,7 +60,7 @@
display_name = "Biological Technology"
description = "What makes us tick." //the MC, silly!
prereq_ids = list("base")
design_ids = list("medicalkit", "chem_heater", "chem_master", "chem_dispenser", "sleeper", "vr_sleeper", "pandemic", "defibmount", "operating", "soda_dispenser", "beer_dispenser", "healthanalyzer", "blood_bag")
design_ids = list("medicalkit", "chem_heater", "chem_master", "chem_dispenser", "sleeper", "vr_sleeper", "pandemic", "defibmount", "operating", "soda_dispenser", "beer_dispenser", "healthanalyzer", "blood_bag", "bloodbankgen")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
export_price = 5000

View File

@@ -768,6 +768,8 @@
px_y = 12
stam_heal_tick = 2
max_stamina_damage = 50
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
/obj/item/bodypart/l_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG))
@@ -828,6 +830,8 @@
px_y = 12
max_stamina_damage = 50
stam_heal_tick = 2
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
/obj/item/bodypart/r_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG))

View File

@@ -49,6 +49,27 @@
/mob/proc/has_left_leg()
return TRUE
/mob/living/carbon/has_left_leg()
var/obj/item/bodypart/l_leg = get_bodypart(BODY_ZONE_L_LEG)
if(l_leg)
return TRUE
else
return FALSE
/mob/proc/has_right_leg()
return TRUE
/mob/living/carbon/has_right_leg()
var/obj/item/bodypart/r_leg = get_bodypart(BODY_ZONE_R_LEG)
if(r_leg)
return TRUE
else
return FALSE
//Limb numbers
/mob/proc/get_num_arms(check_disabled = TRUE)
return 2

View File

@@ -57,7 +57,7 @@
/obj/item/organ/heart/prepare_eat()
var/obj/S = ..()
S.icon_state = "heart-off"
S.icon_state = "[icon_base]-off"
return S
/obj/item/organ/heart/on_life()
@@ -90,6 +90,12 @@
owner.set_heartattack(TRUE)
failed = TRUE
obj/item/organ/heart/slime
name = "slime heart"
desc = "It seems we've gotten to the slimy core of the matter."
icon_state = "heart-s-on"
icon_base = "heart-s"
/obj/item/organ/heart/cursed
name = "cursed heart"
desc = "A heart that, when inserted, will force you to pump it manually."
@@ -212,6 +218,19 @@ obj/item/organ/heart/cybernetic/upgraded/on_life()
/obj/item/organ/heart/ipc
name = "IPC heart"
desc = "An electronic pump that regulates hydraulic functions, they have an auto-restart after EMPs."
icon_state = "heart-c"
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/heart/ipc/emp_act()
. = ..()
if(. & EMP_PROTECT_SELF)
return
Stop()
addtimer(CALLBACK(src, .proc/Restart), 10)
/obj/item/organ/heart/freedom
name = "heart of freedom"
desc = "This heart pumps with the passion to give... something freedom."