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36 changes: 15 additions & 21 deletions code/game/objects/effects/decals/cleanable/blood/blood.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,9 +11,9 @@
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
cleanable_type = CLEANABLE_BLOOD
overlay_on_initialize = FALSE
color = "#830303" // Color when wet.
var/base_icon = 'icons/effects/blood.dmi'
var/list/viruses
var/basecolor= "#830303" // Color when wet.
var/amount = 3
var/drying_time = 30 SECONDS
var/dry_start_time // If this dries, track the dry start time for footstep drying
Expand All @@ -28,7 +28,7 @@
/obj/effect/decal/cleanable/blood/Initialize(mapload, b_color)
. = ..()
if(b_color)
basecolor = b_color
color = b_color
update_icon()

if(MODE_HAS_MODIFIER(/datum/gamemode_modifier/blood_optimization))
Expand All @@ -53,7 +53,7 @@
return

var/mob/living/carbon/human/H = AM
H.add_blood(basecolor, BLOOD_FEET)
H.add_blood(color, BLOOD_FEET)

var/dry_time_left = 0
if(drying_time)
Expand All @@ -63,14 +63,9 @@
return

if(!H.bloody_footsteps)
H.AddElement(/datum/element/bloody_feet, dry_time_left, H.shoes, amount, basecolor)
H.AddElement(/datum/element/bloody_feet, dry_time_left, H.shoes, amount, color)
else
SEND_SIGNAL(H, COMSIG_HUMAN_BLOOD_CROSSED, amount, basecolor, dry_time_left)

/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow")
basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
color = basecolor
SEND_SIGNAL(H, COMSIG_HUMAN_BLOOD_CROSSED, amount, color, dry_time_left)

/obj/effect/decal/cleanable/blood/proc/dry()
amount = 0
Expand Down Expand Up @@ -121,7 +116,7 @@

/obj/effect/decal/cleanable/blood/writing/get_examine_text(mob/user)
. = ..()
. += "It reads: <font color='[basecolor]'>\"[message]\"<font>"
. += "It reads: <font color='[color]'>\"[message]\"<font>"

/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
Expand All @@ -131,38 +126,37 @@
anchored = TRUE
layer = ABOVE_WEED_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = ""
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
cleanable_type = CLEANABLE_BLOOD_GIBS
var/fleshcolor = "#830303"
color = "#830303"

/obj/effect/decal/cleanable/blood/gibs/update_icon()
overlays.Cut()

if(basecolor == "rainbow")
basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
color = basecolor

var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
if(!fleshcolor || fleshcolor == "rainbow")
fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
giblets.color = fleshcolor
giblets.color = color

overlays += giblets

/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 = "gibhead"
random_icon_states = list("gibhead", "gibtorso")

/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")


Expand All @@ -172,7 +166,7 @@
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.color = src.color
b.update_icon()
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
Expand Down
4 changes: 2 additions & 2 deletions code/game/objects/effects/decals/cleanable/blood/robots.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor=COLOR_OIL
color = COLOR_OIL
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")

/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
Expand Down Expand Up @@ -39,7 +39,7 @@
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy."
basecolor=COLOR_OIL
color = COLOR_OIL

/obj/effect/decal/cleanable/blood/oil/dry()
return
Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/effects/decals/cleanable/blood/tracks.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
icon = 'icons/effects/fluidtracks.dmi'
icon_state = ""
icon_state = "human2"
amount = 0
random_icon_states = null
var/coming_state="blood1"
Expand Down
6 changes: 3 additions & 3 deletions code/game/objects/effects/decals/cleanable/blood/xeno.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
name = "sizzling blood"
desc = "It's yellow and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
basecolor = BLOOD_COLOR_XENO
color = BLOOD_COLOR_XENO
amount = 1

/obj/effect/decal/cleanable/blood/gibs/xeno
Expand All @@ -14,7 +14,7 @@
desc = "Gnarly..."
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
basecolor = BLOOD_COLOR_XENO
color = BLOOD_COLOR_XENO

/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
color = "#FFFFFF"
Expand All @@ -35,4 +35,4 @@
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")

/obj/effect/decal/cleanable/blood/xtracks
basecolor = BLOOD_COLOR_XENO
color = BLOOD_COLOR_XENO
4 changes: 2 additions & 2 deletions code/game/objects/effects/spawners/gibspawner.dm
Original file line number Diff line number Diff line change
Expand Up @@ -68,9 +68,9 @@

// Apply human species coloration to masks.
if(fleshcolor)
gib.fleshcolor = fleshcolor
gib.color = fleshcolor
if(bloodcolor)
gib.basecolor = bloodcolor
gib.color = bloodcolor

gib.update_icon()

Expand Down
8 changes: 4 additions & 4 deletions code/game/objects/items/shards.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
WEAR_L_HAND = 'icons/mob/humans/onmob/inhands/equipment/janitor_lefthand.dmi',
WEAR_R_HAND = 'icons/mob/humans/onmob/inhands/equipment/janitor_righthand.dmi',
)
icon_state = ""
icon_state = "medium"
sharp = IS_SHARP_ITEM_SIMPLE
edge = 1
desc = "A shard of broken glass. Could probably be used as ... a throwing weapon?"
Expand Down Expand Up @@ -38,15 +38,15 @@
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
icon_state += shardsize
icon_state = shardsize
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
icon_state += shardsize
icon_state = shardsize
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
icon_state += shardsize
icon_state = shardsize

/obj/item/shard/attackby(obj/item/W, mob/user)
if ( iswelder(W))
Expand Down
2 changes: 1 addition & 1 deletion code/modules/flufftext/Hallucination.dm
Original file line number Diff line number Diff line change
Expand Up @@ -345,7 +345,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
/proc/fake_blood(mob/target)
var/obj/effect/overlay/fake_blood/O = new/obj/effect/overlay/fake_blood(target.loc)
var/image/I = image('icons/effects/blood.dmi',O,"mfloor[rand(1,7)]", dir = O.dir, layer = ABOVE_WEED_LAYER)
I.color = /obj/effect/decal/cleanable/blood::basecolor // it's greyscale now
I.color = /obj/effect/decal/cleanable/blood::color // it's greyscale now
I.override = TRUE
target << I
QDEL_IN(O, 30 SECONDS)
Expand Down
6 changes: 3 additions & 3 deletions maps/map_files/Kutjevo/sprinkles/25.cleaningprog_botany.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -8,13 +8,13 @@
pixel_y = 11
},
/obj/effect/decal/cleanable/blood{
basecolor = "#B01414"
color = "#B01414"
},
/turf/template_noop,
/area/template_noop)
"n" = (
/obj/effect/decal/cleanable/blood/drip{
basecolor = "#B01414";
color = "#B01414";
pixel_x = -9;
pixel_y = 22
},
Expand All @@ -34,7 +34,7 @@
/area/template_noop)
"G" = (
/obj/effect/decal/cleanable/blood/drip{
basecolor = "#B01414";
color = "#B01414";
pixel_x = 9
},
/turf/template_noop,
Expand Down
2 changes: 0 additions & 2 deletions maps/map_files/LV624/maintemple/1.intact.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -769,7 +769,6 @@
/area/lv624/ground/caves/sand_temple)
"wZ" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/turf/open/gm/dirtgrassborder/desert0,
Expand Down Expand Up @@ -915,7 +914,6 @@
/area/lv624/ground/barrens/south_eastern_barrens)
"Cr" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/turf/open/gm/dirtgrassborder/desert3,
Expand Down
5 changes: 0 additions & 5 deletions maps/map_files/New_Varadero/New_Varadero.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -1121,7 +1121,6 @@
/area/varadero/exterior/lz1_near)
"aEg" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/obj/effect/decal/remains/human,
Expand Down Expand Up @@ -1296,7 +1295,6 @@
/area/varadero/interior/research)
"aJp" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/obj/effect/decal/remains/human,
Expand Down Expand Up @@ -9281,7 +9279,6 @@
/area/varadero/interior/maintenance)
"hoU" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/turf/open/shuttle/red,
Expand Down Expand Up @@ -16359,7 +16356,6 @@
"nkq" = (
/obj/effect/decal/remains/human,
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/turf/open/shuttle/red,
Expand Down Expand Up @@ -18574,7 +18570,6 @@
/area/varadero/interior/maintenance)
"pcH" = (
/obj/effect/decal/cleanable/blood{
basecolor = "#20d450";
color = "#20d450"
},
/obj/effect/decal/remains/human,
Expand Down
1 change: 1 addition & 0 deletions tools/UpdatePaths/Scripts/11886-removes-basecolor.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
/obj/effect/decal/cleanable/blood@SUBTYPES : /obj/effect/decal/cleanable/blood@SUBTYPES{@OLD; color = @OLD:basecolor; basecolor = @SKIP}