diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index 5de5510bec7bf..8f49c0d667cc4 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -178,6 +178,16 @@ var/drips = 1 dryname = "drips of blood" drydesc = "It's red." + var/move_on_init = TRUE + +/obj/effect/decal/cleanable/blood/drip/Initialize(mapload, list/datum/disease/diseases) + . = ..() + dry() + add_blood_DNA(list("Non-human DNA" = random_blood_type())) + if(move_on_init) + pixel_x = rand(-16,16) + pixel_y = rand(-16, 16) + /obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in() return TRUE diff --git a/code/modules/projectiles/ammunition/_ammo_casing.dm b/code/modules/projectiles/ammunition/_ammo_casing.dm index 1562909a4f254..f56c76a441649 100644 --- a/code/modules/projectiles/ammunition/_ammo_casing.dm +++ b/code/modules/projectiles/ammunition/_ammo_casing.dm @@ -153,10 +153,6 @@ ammo_stack.update_ammo_count() return ammo_stack -/obj/item/ammo_casing/spent - name = "spent bullet casing" - BB = null - /obj/item/ammo_casing/Initialize() . = ..() if(projectile_type) @@ -216,3 +212,44 @@ else if(location.bullet_bounce_sound) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, pick(location.bullet_bounce_sound), 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them. + +/obj/item/ammo_casing/spent + name = "spent bullet casing" + projectile_type = null + BB = null + +/obj/item/ammo_casing/spent/pistol_brass + icon_state = "pistol-brass" + +/obj/item/ammo_casing/spent/pistol_steel + icon_state = "pistol-steel" + +/obj/item/ammo_casing/spent/magnum_brass + icon_state = "magnum-brass" + +/obj/item/ammo_casing/spent/magnum_steel + icon_state = "magnum-steel" + +/obj/item/ammo_casing/spent/rifle_brass + icon_state = "rifle-brass" + +/obj/item/ammo_casing/spent/rifle_steel + icon_state = "rifle-steel" + +/obj/item/ammo_casing/spent/big_brass + icon_state = "big-brass" + +/obj/item/ammo_casing/spent/big_steel + icon_state = "big-steel" //balls + +/obj/item/ammo_casing/spent/slug + icon_state = "slug" + +/obj/item/ammo_casing/spent/slug/buck + icon_state = "buckshot" + +/obj/item/ammo_casing/spent/slug/beanbag + icon_state = "beanbag" + +/obj/item/ammo_casing/spent/slug/rubber + icon_state = "rubber"