Files
kiwistation/code/game/objects/effects/decals/cleanable/humans.dm
T
William Wallace 153e0d0250 Footprints no longer always face south and can rotate properly (#45752)
* footprints no longer always show south-entering prints

* footprints can be rotated without breaking

* return consistency
2019-08-08 01:48:24 -07:00

239 lines
8.1 KiB
Plaintext

/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
return ..()
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
bloodiness = 0
icon_state = "floor1-old"
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
add_blood_DNA(list("Non-human DNA" = random_blood_type())) // Needs to happen before ..()
. = ..()
icon_state = "[icon_state]-old" //change from the normal blood icon selected from random_icon_states in the parent's Initialize to the old dried up blood.
/obj/effect/decal/cleanable/blood/splatter
icon_state = "gibbl1"
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
icon_state = "tracks"
random_icon_states = null
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon = 'icons/effects/blood.dmi'
desc = "Your instincts say you shouldn't be following these."
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
icon = 'icons/effects/blood.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
var/already_rotting = FALSE
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent(/datum/reagent/liquidgibs, 5)
if(already_rotting)
start_rotting(rename=FALSE)
else
addtimer(CALLBACK(src, .proc/start_rotting), 2 MINUTES)
/obj/effect/decal/cleanable/blood/gibs/proc/start_rotting(rename=TRUE)
if(rename)
name = "rotting [initial(name)]"
desc += " They smell terrible."
AddComponent(/datum/component/rot/gibs)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
playsound(loc, 'sound/effects/gib_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 20 : 50, 1)
. = ..()
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
set waitfor = FALSE
var/list/diseases = list()
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
var/direction = pick(directions)
for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
sleep(2)
if(i > 0)
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/up
icon_state = "gibup1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
icon_state = "gibdown1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
icon_state = "gibtorso"
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/torso
icon_state = "gibtorso"
random_icon_states = null
/obj/effect/decal/cleanable/blood/gibs/limb
icon_state = "gibleg"
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
icon_state = "gibmid1"
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? They smell terrible."
bloodiness = 0
already_rotting = TRUE
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
add_blood_DNA(list("Non-human DNA" = random_blood_type()))
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
icon_state = "drip5" //using drip5 since the others tend to blend in with pipes & wires.
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
name = "footprints"
desc = "WHOSE FOOTPRINTS ARE THESE?"
icon = 'icons/effects/footprints.dmi'
icon_state = "blood1"
random_icon_states = null
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
var/entered_dirs = 0
var/exited_dirs = 0
var/list/shoe_types = list()
/obj/effect/decal/cleanable/blood/footprints/Initialize(mapload)
. = ..()
icon_state = "" //All of the footprint visuals come from overlays
if(mapload)
entered_dirs |= dir //Keep the same appearance as in the map editor
update_icon()
//Rotate all of the footprint directions too
/obj/effect/decal/cleanable/blood/footprints/setDir(newdir)
if(dir == newdir)
return ..()
var/ang_change = dir2angle(newdir) - dir2angle(dir)
var/old_entered_dirs = entered_dirs
var/old_exited_dirs = exited_dirs
entered_dirs = 0
exited_dirs = 0
for(var/Ddir in GLOB.cardinals)
if(old_entered_dirs & Ddir)
entered_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
if(old_exited_dirs & Ddir)
exited_dirs |= angle2dir_cardinal(dir2angle(Ddir) + ang_change)
update_icon()
return ..()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
..()
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)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
..()
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)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/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]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
add_overlay(bloodstep_overlay)
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
add_overlay(bloodstep_overlay)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "[icon2html(initial(S.icon), user)] Some <B>[initial(S.name)]</B>.\n"
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return 1
return 0