I need to do something else for a bit pending reviews

This commit is contained in:
Poojawa
2019-04-17 04:33:56 -05:00
parent 73098574b7
commit fe6407d00c
9 changed files with 290 additions and 25 deletions
+2 -2
View File
@@ -31,12 +31,12 @@
H.update_inv_wear_suit()
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in list("Naga", "Tentacle"))
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 list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger"))
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
@@ -43,6 +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/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/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
@@ -62,7 +62,7 @@
//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/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks(T)
var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
@@ -72,6 +72,69 @@
update_inv_shoes()
//End bloody footprints
S.step_action()
else
if(!buckled)
if(!lying)
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/turf/T = get_turf(src)
if(blood_smear && blood_smear[blood_state])
for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
if (oldFP.blood_state == blood_state)
return
blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
if(DIGITIGRADE in dna.species.species_traits)
if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
FP.icon_state = FOOTPRINT_CLAW
FP.print_state = FOOTPRINT_CLAW
else if(dna.species.id == "Mammal")
FP.icon_state = FOOTPRINT_PAW
FP.print_state = FOOTPRINT_PAW
else
FP.icon_state = FOOTPRINT_SHOE
FP.print_state = FOOTPRINT_SHOE
else if(("taur" in dna.species.mutant_bodyparts) && (dna.features["taur"] != "None"))
if(dna.features["taur"] in GLOB.noodle_taurs)
FP.icon_state = FOOTPRINT_SNAKE
FP.print_state = FOOTPRINT_SNAKE
else if(dna.features["taur"] in GLOB.paw_taurs)
FP.icon_state = FOOTPRINT_PAW
FP.print_state = FOOTPRINT_PAW
else
FP.icon_state = FOOTPRINT_SHOE
FP.print_state = FOOTPRINT_SHOE
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.transfer_blood_dna(blood_DNA)
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
FP.update_icon()
else //we're on the floor, smear some stuff around
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/turf/T = get_turf(src)
if(blood_smear && blood_smear[blood_state])
for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
if (oldFP.blood_state == blood_state)
return
blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
FP.icon_state = FOOTPRINT_DRAG
FP.print_state = FOOTPRINT_DRAG
FP.blood_state = blood_state
FP.entered_dirs |= dir
FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
FP.transfer_blood_dna(blood_DNA)
FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
FP.update_icon()
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(dna.species.space_move(src))
@@ -680,6 +680,8 @@
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/set_disabled(new_disabled = TRUE)
..()
@@ -727,6 +729,8 @@
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/set_disabled(new_disabled = TRUE)
..()