blood splatter 
        
    
            
        
| Vars | |
| blood_dna_info | The cached info about the blood | 
|---|---|
| hit_endpoint | Insurance so that we don't keep moving once we hit a stoppoint | 
| prev_loc | The turf we just came from, so we can back up when we hit a wall | 
| skip | Skip making the final blood splatter when we're done, like if we're not in a turf | 
| splatter_strength | How many tiles/items/people we can paint red | 
| Procs | |
| fly_towards | Set the splatter up to fly through the air until it rounds out of steam or hits something. Contains sleep() pending imminent moveloop rework, don't call without async'ing it | 
| land_on_window | A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents | 
Var Details
blood_dna_info
            
        
    
            
        
        The cached info about the blood
hit_endpoint
            
        
    
            
        
        Insurance so that we don't keep moving once we hit a stoppoint
prev_loc
            
        
    
            
        
        The turf we just came from, so we can back up when we hit a wall
skip
            
        
    
            
        
        Skip making the final blood splatter when we're done, like if we're not in a turf
splatter_strength
            
        
    
            
        
        How many tiles/items/people we can paint red
Proc Details
fly_towards
Set the splatter up to fly through the air until it rounds out of steam or hits something. Contains sleep() pending imminent moveloop rework, don't call without async'ing it
land_on_window
A special case for hitsplatters hitting windows, since those can actually be moved around, store it in the window and slap it in the vis_contents