I need to do something else for a bit pending reviews
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@@ -31,12 +31,12 @@
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H.update_inv_wear_suit()
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in list("Naga", "Tentacle"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in list("Fox","Wolf","Otie","Drake","Lab","Shepherd","Husky","Eevee","Panther","Horse","Cow","Tiger"))
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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@@ -43,6 +43,9 @@
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var/bleed_rate = 0 //how much are we bleeding
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var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/name_override //For temporary visible name changes
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var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
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@@ -62,7 +62,7 @@
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//No oldFP or they're all a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks(T)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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@@ -72,6 +72,69 @@
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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else
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if(!buckled)
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if(!lying)
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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if (oldFP.blood_state == blood_state)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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if(DIGITIGRADE in dna.species.species_traits)
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if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
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FP.icon_state = FOOTPRINT_CLAW
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FP.print_state = FOOTPRINT_CLAW
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else if(dna.species.id == "Mammal")
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FP.icon_state = FOOTPRINT_PAW
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FP.print_state = FOOTPRINT_PAW
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else
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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else if(("taur" in dna.species.mutant_bodyparts) && (dna.features["taur"] != "None"))
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if(dna.features["taur"] in GLOB.noodle_taurs)
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FP.icon_state = FOOTPRINT_SNAKE
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FP.print_state = FOOTPRINT_SNAKE
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else if(dna.features["taur"] in GLOB.paw_taurs)
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FP.icon_state = FOOTPRINT_PAW
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FP.print_state = FOOTPRINT_PAW
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else
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.transfer_blood_dna(blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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FP.update_icon()
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else //we're on the floor, smear some stuff around
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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if (oldFP.blood_state == blood_state)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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FP.icon_state = FOOTPRINT_DRAG
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FP.print_state = FOOTPRINT_DRAG
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.transfer_blood_dna(blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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FP.update_icon()
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(dna.species.space_move(src))
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@@ -680,6 +680,8 @@
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px_y = 12
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stam_heal_tick = 2
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max_stamina_damage = 50
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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/obj/item/bodypart/l_leg/set_disabled(new_disabled = TRUE)
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..()
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@@ -727,6 +729,8 @@
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px_y = 12
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max_stamina_damage = 50
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stam_heal_tick = 2
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_legs = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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/obj/item/bodypart/r_leg/set_disabled(new_disabled = TRUE)
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..()
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