u h g. I hate this
This commit is contained in:
@@ -5,6 +5,7 @@
|
||||
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
|
||||
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
|
||||
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
|
||||
var/blood_color = BLOOD_COLOR_HUMAN
|
||||
|
||||
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
@@ -72,37 +73,50 @@
|
||||
..()
|
||||
if(ishuman(O))
|
||||
var/mob/living/carbon/human/H = O
|
||||
if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
|
||||
if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
|
||||
var/obj/item/clothing/shoes/S = H.shoes
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
// Get blood data from the blood reagent.
|
||||
if(istype(R, /datum/reagent/blood))
|
||||
if(R.data)
|
||||
var/blood_type_meme = R.data["blood_type"]
|
||||
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
|
||||
if(blood_type_meme)
|
||||
S.last_bloodtype = blood_type_meme
|
||||
if(R.data["blood_type"])
|
||||
S.blood_list_checks(src, R.data["blood_type"])
|
||||
else if(istype(R, /datum/reagent/liquidgibs))
|
||||
if(R.data["blood_type"])
|
||||
S.blood_list_checks(src, R.data["blood_type"])
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
|
||||
S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood)
|
||||
S.add_blood_DNA(return_blood_DNA())
|
||||
S.blood_state = blood_state
|
||||
update_icon()
|
||||
H.update_inv_shoes()
|
||||
|
||||
else if(H && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
|
||||
else if(H.bloodiness && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
// Get blood data from the blood reagent.
|
||||
if(istype(R, /datum/reagent/blood))
|
||||
if(R.data["blood_type"])
|
||||
var/blood_type_meme = R.data["blood_type"]
|
||||
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
|
||||
if(blood_type_meme)
|
||||
H.last_bloodtype = blood_type_meme
|
||||
H.blood_list_checks(src, R.data["blood_type"])
|
||||
else if(istype(R, /datum/reagent/liquidgibs))
|
||||
if(R.data["blood_type"])
|
||||
H.blood_list_checks(src, R.data["blood_type"])
|
||||
var/add_blood = 0
|
||||
if(H.bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
else
|
||||
add_blood = bloodiness
|
||||
bloodiness -= add_blood
|
||||
H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
|
||||
H.add_blood_DNA(return_blood_DNA())
|
||||
H.blood_state = blood_state
|
||||
update_icon()
|
||||
|
||||
else
|
||||
color = blood_DNA_to_color()
|
||||
var/add_blood = 0
|
||||
if(bloodiness >= BLOOD_GAIN_PER_STEP)
|
||||
add_blood = BLOOD_GAIN_PER_STEP
|
||||
|
||||
@@ -35,8 +35,7 @@
|
||||
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.color = color
|
||||
splat.bloodmeme = bloodmeme
|
||||
splat.update_icon()
|
||||
if(!step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
|
||||
@@ -6,11 +6,12 @@
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
|
||||
mergeable_decal = FALSE
|
||||
var/gib_overlay = FALSE
|
||||
var/slimy_gibs = FALSE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/proc/guts()
|
||||
if(gib_overlay)
|
||||
var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-overlay")
|
||||
if(bloodmeme != "GEL")
|
||||
if(!slimy_gibs)
|
||||
gibz.appearance_flags = RESET_COLOR
|
||||
add_overlay(gibz)
|
||||
|
||||
@@ -19,7 +20,10 @@
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
|
||||
if(istype(L) && has_gravity(loc))
|
||||
playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
|
||||
if(L.mind.assigned_role == "Detective") //Gumshoe perks yo
|
||||
playsound(loc, 'sound/effects/gib_step.ogg', 10, 1)
|
||||
else
|
||||
playsound(loc, 'sound/effects/gib_step.ogg', L.has_trait(TRAIT_LIGHT_STEP) ? 20 : 50, 1)
|
||||
. = ..()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
|
||||
@@ -33,8 +37,7 @@
|
||||
if(infective)
|
||||
diseases = infective.diseases
|
||||
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
|
||||
splat.color = color
|
||||
splat.bloodmeme = bloodmeme
|
||||
splat.update_icon()
|
||||
if(!step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
@@ -129,26 +132,32 @@
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/body
|
||||
random_icon_states = list("gibhead", "gibtorso")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/torso
|
||||
random_icon_states = list("gibtorso")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/limb
|
||||
random_icon_states = list("gibleg", "gibarm")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/slime/core
|
||||
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
|
||||
gib_overlay = TRUE
|
||||
slimy_gibs = TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/synth
|
||||
desc = "They look sludgy and disgusting."
|
||||
|
||||
@@ -7,22 +7,20 @@
|
||||
blood_state = BLOOD_STATE_BLOOD
|
||||
color = BLOOD_COLOR_HUMAN
|
||||
bloodiness = BLOOD_AMOUNT_PER_DECAL
|
||||
var/list/bloodmeme = ""
|
||||
var/data = ""
|
||||
|
||||
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
||||
if(!data)
|
||||
C.data = add_blood_DNA(return_blood_DNA())
|
||||
if (bloodiness)
|
||||
if (C.bloodiness < MAX_SHOE_BLOODINESS)
|
||||
if(bloodiness)
|
||||
if(C.bloodiness < MAX_SHOE_BLOODINESS)
|
||||
C.bloodiness += bloodiness
|
||||
if(!bloodmeme)
|
||||
C.bloodmeme = add_blood_DNA(return_blood_DNA())
|
||||
update_icon()
|
||||
return ..()
|
||||
|
||||
//obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
|
||||
// return TRUE
|
||||
obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
|
||||
blood_list_checks(src, data["blood_type"])
|
||||
return TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
|
||||
. = ..()
|
||||
@@ -33,14 +31,12 @@
|
||||
// Get blood data from the blood reagent.
|
||||
if(istype(R, /datum/reagent/blood))
|
||||
if(R.data["blood_type"])
|
||||
bloodmeme = R.data["blood_type"]
|
||||
color = bloodtype_to_color(R.data["blood_type"])
|
||||
blood_list_checks(src, R.data["blood_type"])
|
||||
blood_color = blood_DNA_to_color(blood_mix_types)
|
||||
else if(istype(R, /datum/reagent/liquidgibs))
|
||||
if(R.data["blood_type"])
|
||||
bloodmeme = R.data["blood_type"]
|
||||
color = bloodtype_to_color(R.data["blood_type"])
|
||||
else
|
||||
color = blood_DNA_to_color()
|
||||
blood_list_checks(src, R.data["blood_type"])
|
||||
blood_color = blood_DNA_to_color(blood_mix_types)
|
||||
|
||||
/obj/effect/decal/cleanable/blood/old
|
||||
name = "dried blood"
|
||||
@@ -50,7 +46,6 @@
|
||||
|
||||
/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("blood_type"= "A+"))
|
||||
|
||||
/obj/effect/decal/cleanable/blood/splatter
|
||||
@@ -65,7 +60,6 @@
|
||||
blood_state = BLOOD_STATE_BLOOD
|
||||
color = BLOOD_COLOR_HUMAN
|
||||
bloodiness = BLOOD_AMOUNT_PER_DECAL
|
||||
var/bloodmeme = ""
|
||||
var/data = ""
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/update_icon()
|
||||
@@ -73,17 +67,17 @@
|
||||
// Get blood data from the blood reagent.
|
||||
if(istype(R, /datum/reagent/blood))
|
||||
if(R.data["blood_type"])
|
||||
color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
|
||||
blood_list_checks(src, R.data["blood_type"])
|
||||
color = blood_DNA_to_color(blood_mix_types)
|
||||
else if(istype(R, /datum/reagent/liquidgibs))
|
||||
if(R.data["blood_type"])
|
||||
bloodmeme = R.data["blood_type"]
|
||||
color = bloodtype_to_color(R.data["blood_type"])
|
||||
blood_list_checks(src, R.data["blood_type"])
|
||||
color = blood_DNA_to_color(blood_mix_types)
|
||||
else
|
||||
color = blood_DNA_to_color()
|
||||
|
||||
/obj/effect/cleanable/trail_holder/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/forensics)
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
|
||||
@@ -110,15 +104,20 @@
|
||||
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])
|
||||
S.last_bloodtype = bloodmeme
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
if(S && S.blood_smear[blood_state])
|
||||
S.blood_list_checks(S, data["blood_type"])
|
||||
S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
shoe_types |= S.type
|
||||
if (!(entered_dirs & H.dir))
|
||||
entered_dirs |= H.dir
|
||||
update_icon()
|
||||
else if(!bloodiness)
|
||||
H.bloodiness = max(bloodiness / BLOOD_LOSS_IN_SPREAD, 0)
|
||||
|
||||
else if(!H.bloodiness)
|
||||
H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
|
||||
H.blood_list_checks(H, data["blood_type"])
|
||||
if (!(entered_dirs & H.dir))
|
||||
entered_dirs |= H.dir
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
|
||||
@@ -126,34 +125,42 @@
|
||||
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])
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
if(S && S.blood_smear[blood_state])
|
||||
S.blood_list_checks(S, data["blood_type"])
|
||||
S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
shoe_types |= S.type
|
||||
if (!(exited_dirs & H.dir))
|
||||
exited_dirs |= H.dir
|
||||
update_icon()
|
||||
|
||||
else if(!H.bloodiness)
|
||||
H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
|
||||
H.blood_list_checks(H, data["blood_type"])
|
||||
if (!(exited_dirs & H.dir))
|
||||
exited_dirs |= H.dir
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/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]"]
|
||||
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"]
|
||||
if(!bloodstep_overlay)
|
||||
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
|
||||
GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
|
||||
add_overlay(bloodstep_overlay)
|
||||
if(exited_dirs & Ddir)
|
||||
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
|
||||
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"]
|
||||
if(!bloodstep_overlay)
|
||||
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
|
||||
GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
|
||||
add_overlay(bloodstep_overlay)
|
||||
|
||||
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
|
||||
color = blood_DNA_to_color(blood_mix_types)
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
|
||||
. = ..()
|
||||
if(shoe_types.len)
|
||||
if(shoe_types.len && user.mind.assigned_role == "Detective") //gumshoe does the detective thing, not every fucking assistant
|
||||
. += "You recognise the footprints as belonging to:\n"
|
||||
for(var/shoe in shoe_types)
|
||||
var/obj/item/clothing/shoes/S = shoe
|
||||
|
||||
Reference in New Issue
Block a user