217 lines
7.3 KiB
Plaintext
217 lines
7.3 KiB
Plaintext
/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's gooey. Perhaps it's the chef's cooking?"
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/blood/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/forensics)
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update_icon()
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(bloodiness)
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if(C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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update_icon()
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return ..()
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/obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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return TRUE
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/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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GET_COMPONENT(F, /datum/component/forensics)
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if(F && istype(F))
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blood_color = F.blood_mix_color
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else
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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blood_color = bloodtype_to_color(R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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blood_color = bloodtype_to_color(R.data["blood_type"])
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color = blood_color
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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desc = "Looks like it's been here a while. Eew."
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bloodiness = 0
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color = "#3a0505"
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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add_blood_DNA(list("blood_type"= "A+"))
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
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name = "blood"
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icon_state = "ltrails_1"
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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color = BLOOD_COLOR_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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GET_COMPONENT(D, /datum/component/forensics)
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if(istype(D) && !blood_color)
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blood_color = D.blood_mix_color
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color = blood_color
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/obj/effect/cleanable/trail_holder/Initialize()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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//BLOODY FOOTPRINTS
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/obj/effect/decal/cleanable/blood/footprints/tracks
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name = "tracks"
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icon = 'icons/effects/fluidtracks.dmi'
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icon_state = "nothingwhatsoever"
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desc = "WHOSE FOOTPRINTS ARE THESE?"
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random_icon_states = null
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var/entered_dirs = 0
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var/exited_dirs = 0
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var/print_state = FOOTPRINT_SHOE //the icon state to load images from
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var/list/shoe_types = list()
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/obj/effect/decal/cleanable/blood/footprints/tracks/Crossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.blood_smear[blood_state])
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S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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S.blood_color = blood_color
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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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else if(!H.bloodiness)
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H.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
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H.blood_color = blood_color
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.blood_smear[blood_state])
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S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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S.blood_color = blood_color
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shoe_types |= S.type
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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else if(!H.bloodiness)
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H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
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H.blood_color = blood_color
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
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cut_overlays()
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for(var/Ddir in GLOB.cardinals)
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if(entered_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
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add_overlay(bloodstep_overlay)
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if(exited_dirs & Ddir)
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var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"]
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if(!bloodstep_overlay)
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GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
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add_overlay(bloodstep_overlay)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
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/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
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. = ..()
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if(shoe_types.len && ishuman(user) && user.mind.assigned_role == "Detective") //gumshoe does the detective thing, not every fucking assistant
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. += "You recognise the footprints as belonging to:\n"
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for(var/shoe in shoe_types)
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var/obj/item/clothing/shoes/S = shoe
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. += "some <B>[initial(S.name)]</B> [icon2html(initial(S.icon), user)]\n"
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to_chat(user, .)
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/obj/effect/decal/cleanable/blood/footprints/tracks/replace_decal(obj/effect/decal/cleanable/C)
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if(blood_state != C.blood_state) //We only replace footprints of the same type as us
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return
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if(color != C.color)
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return
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..()
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/obj/effect/decal/cleanable/blood/footprints/tracks/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return TRUE
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return FALSE
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/obj/effect/decal/cleanable/blood/footprints/tracks/footprints
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name = "footprints"
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desc = "They look like tracks left by footwear."
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icon_state = FOOTPRINT_SHOE
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print_state = FOOTPRINT_SHOE
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/obj/effect/decal/cleanable/blood/footprints/tracks/snake
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name = "tracks"
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desc = "They look like tracks left by a giant snake."
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icon_state = FOOTPRINT_SNAKE
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print_state = FOOTPRINT_SNAKE
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/obj/effect/decal/cleanable/blood/footprints/tracks/paw
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name = "tracks"
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desc = "They look like tracks left by mammalian paws."
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icon_state = FOOTPRINT_PAW
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print_state = FOOTPRINT_PAW
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/obj/effect/decal/cleanable/blood/footprints/tracks/claw
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name = "tracks"
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desc = "They look like tracks left by reptilian claws."
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icon_state = FOOTPRINT_CLAW
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print_state = FOOTPRINT_CLAW
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/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
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name = "tracks"
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desc = "They look like tracks left by wheels."
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gender = PLURAL
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icon_state = FOOTPRINT_WHEEL
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print_state = FOOTPRINT_WHEEL
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/obj/effect/decal/cleanable/blood/footprints/tracks/body
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name = "trails"
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desc = "A trail left by something being dragged."
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icon_state = FOOTPRINT_DRAG
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print_state = FOOTPRINT_DRAG
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