u h g. I hate this

This commit is contained in:
Poojawa
2019-05-10 07:07:09 -05:00
parent 11c54f5fba
commit fcdc748bf1
15 changed files with 156 additions and 190 deletions

View File

@@ -739,9 +739,9 @@
for(var/obj/effect/decal/cleanable/trail_holder/TH in view(T, 2))
qdel(TH)
var/obj/item/clothing/shoes/shoecheck = user.shoes
if(shoecheck && shoecheck.bloody_shoes["blood"])
temp += shoecheck.bloody_shoes["blood"]/20
shoecheck.bloody_shoes["blood"] = 0
if(shoecheck && shoecheck.blood_smear["blood"])
temp += shoecheck.blood_smear["blood"]/20
shoecheck.blood_smear["blood"] = 0
if(temp)
user.Beam(T,icon_state="drainbeam",time=15)
new /obj/effect/temp_visual/cult/sparks(get_turf(user))

View File

@@ -41,6 +41,10 @@
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
var/blood_color = BLOOD_COLOR_HUMAN
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)
/obj/item/clothing/Initialize()
. = ..()
if(ispath(pocket_storage_component_path))

View File

@@ -10,12 +10,8 @@
permeability_coefficient = 0.5
slowdown = SHOES_SLOWDOWN
var/blood_state = BLOOD_STATE_NOT_BLOODY
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
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
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
@@ -51,15 +47,15 @@
IF_HAS_BLOOD_DNA(src)
bloody = TRUE
else
bloody = bloody_shoes[BLOOD_STATE_BLOOD]
bloody = blood_smear[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", color = bloodtype_to_color(last_bloodtype))
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color(blood_mix_types))
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = bloodtype_to_color(last_bloodtype))
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color(blood_mix_types))
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
@@ -98,7 +94,7 @@
/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
if(strength < CLEAN_STRENGTH_BLOOD)
return
bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
blood_smear = 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

View File

@@ -43,9 +43,9 @@
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/bloodiness = 0
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/last_bloodtype = ""//used to track the last bloodtype to have graced this smelly person. for smears on the floor
var/last_blood_DNA = ""//same as last one
var/name_override //For temporary visible name changes

View File

@@ -55,18 +55,17 @@
//Bloody footprints
var/turf/T = get_turf(src)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
if(S.blood_smear && S.blood_smear[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == color))
return
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/tracks/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/footprints(T)
FP.icon_state = FOOTPRINT_SHOE
FP.print_state = FOOTPRINT_SHOE
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.bloodmeme = S.bloodmeme
FP.bloodiness = S.blood_smear[S.blood_state]
FP.update_icon()
update_inv_shoes()
//End bloody footprints
@@ -82,7 +81,7 @@
var/turf/T = get_turf(src)
if(bloodiness)
var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
if (oldFP.color == color)
if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
return
else
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks(T)
@@ -107,18 +106,17 @@
FP.icon_state = FOOTPRINT_SHOE
FP.print_state = FOOTPRINT_SHOE
FP.add_blood_DNA(return_blood_DNA())
FP.bloodmeme = bloodmeme
FP.update_icon()
var/newdir = get_dir(T, loc)
if(newdir == dir)
B.setDir(newdir)
FP.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
FP.setDir(newdir)
bloodiness--
else //we're on the floor, smear some stuff around
@@ -128,26 +126,24 @@
var/turf/T = get_turf(src)
if(bloodiness)
var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
if (oldFP.color == color)
if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
return
else
var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
FP.icon_state = FOOTPRINT_DRAG
FP.print_state = FOOTPRINT_DRAG
FP.add_blood_DNA(return_blood_DNA())
FP.bloodtrack = bloodtrack
FP.bloodmeme = bloodmeme
FP.update_icon()
var/newdir = get_dir(T, loc)
if(newdir == dir)
B.setDir(newdir)
FP.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
FP.setDir(newdir)
bloodiness--
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.

View File

@@ -106,10 +106,8 @@
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
B.bloodmeme = R.data["blood_type"]
if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
B.bloodmeme = R.data["blood_type"]
B.blood_list_checks(src, R.data["blood_type"])
B.color = B.blood_DNA_to_color(blood_mix_types)
/datum/reagent/blood/synthetics
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)