/obj/item/forensics icon = 'icons/obj/forensics.dmi' w_class = 1 //This is the output of the stringpercent(print) proc, and means about 80% of //the print must be there for it to be complete. (Prints are 32 digits) var/const/FINGERPRINT_COMPLETE = 6 proc/is_complete_print(var/print) return stringpercent(print) <= FINGERPRINT_COMPLETE atom/var/list/suit_fibers atom/proc/add_fibers(mob/living/carbon/human/M) if(M.gloves && istype(M.gloves,/obj/item/clothing/gloves)) var/obj/item/clothing/gloves/G = M.gloves if(G.transfer_blood) //bloodied gloves transfer blood to touched objects if(add_blood(G.bloody_hands_mob)) //only reduces the bloodiness of our gloves if the item wasn't already bloody G.transfer_blood-- else if(M.bloody_hands) if(add_blood(M.bloody_hands_mob)) M.bloody_hands-- if(!suit_fibers) suit_fibers = list() var/fibertext var/item_multiplier = istype(src,/obj/item)?1.2:1 var/suit_coverage = 0 if(M.wear_suit) fibertext = "Material from \a [M.wear_suit]." if(prob(10*item_multiplier) && !(fibertext in suit_fibers)) suit_fibers += fibertext suit_coverage = M.wear_suit.body_parts_covered if(M.w_uniform && (M.w_uniform.body_parts_covered & ~suit_coverage)) fibertext = "Fibers from \a [M.w_uniform]." if(prob(15*item_multiplier) && !(fibertext in suit_fibers)) suit_fibers += fibertext if(M.gloves && (M.gloves.body_parts_covered & ~suit_coverage)) fibertext = "Material from a pair of [M.gloves.name]." if(prob(20*item_multiplier) && !(fibertext in suit_fibers)) suit_fibers += "Material from a pair of [M.gloves.name]."