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- I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect. - We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent) - can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely. - Removed the blood type preference appearing in character setting. - blood pack automatically show blood type, unless manually labeled. - removed bloody_hands_mob human var and same name glove var. - Some animals now have blood (pets, goat, cows) - hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor. - probably other stuff that I'll mention in the PR.
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@@ -65,9 +65,7 @@
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.loc = src.loc
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L.emote("scream")
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if(ishuman(L)) //So you don't get human blood when you spike a giant spider
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var/turf/pos = get_turf(L)
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pos.add_blood_floor(L)
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.buckled = src
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L.dir = 2
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