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
+1 -1
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)
+13 -2
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)
@@ -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