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Fixes exotic blood types persisting through species change (#76114)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/75838 ## Why It's Good For The Game It's funny but it's a bad evil bug ## Changelog 🆑 fix: Exotic blood types no longer persist through species change if the new species does not have an exotic blood type /🆑
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@@ -465,8 +465,13 @@ GLOBAL_LIST_EMPTY(features_by_species)
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INVOKE_ASYNC(src, PROC_REF(worn_items_fit_body_check), C, TRUE)
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//Assigns exotic blood type if the species has one
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if(exotic_bloodtype && C.dna.blood_type != exotic_bloodtype)
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C.dna.blood_type = exotic_bloodtype
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//Otherwise, check if the previous species had an exotic bloodtype and we do not have one and assign a random blood type
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//(why the fuck is blood type not tied to a fucking DNA block?)
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else if(old_species.exotic_bloodtype && !exotic_bloodtype)
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C.dna.blood_type = random_blood_type()
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if(ishuman(C))
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var/mob/living/carbon/human/human = C
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