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## About The Pull Request Oil blood will no longer try to ignite twice when hit with a welder, runtiming on the second try. Also added crashes when ``add_blood_DNA`` is passed non-list or lists with null assoc values, as both are invalid and cause crashes, because I need to hunt down a stupid bug. ## Changelog 🆑 fix: Trying to ignite oil with a welding tool no longer runtimes due to it trying to get ignited twice /🆑
262 lines
8.9 KiB
Plaintext
262 lines
8.9 KiB
Plaintext
/// Adds a list of fingerprints to the atom
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/atom/proc/add_fingerprint_list(list/fingerprints_to_add) //ASSOC LIST FINGERPRINT = FINGERPRINT
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if (QDELETED(src))
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return
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if (isnull(fingerprints_to_add))
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return
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if (forensics)
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forensics.inherit_new(fingerprints = fingerprints_to_add)
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else
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forensics = new(src, fingerprints = fingerprints_to_add)
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return TRUE
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/// Adds a single fingerprint to the atom
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/atom/proc/add_fingerprint(mob/suspect, ignoregloves = FALSE) //Set ignoregloves to add prints irrespective of the mob having gloves on.
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if (QDELETED(src))
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return
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if (isnull(forensics))
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forensics = new(src)
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forensics.add_fingerprint(suspect, ignoregloves)
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return TRUE
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/// Add a list of fibers to the atom
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/atom/proc/add_fiber_list(list/fibers_to_add) //ASSOC LIST FIBERTEXT = FIBERTEXT
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if (QDELETED(src))
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return
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if (isnull(fibers_to_add))
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return
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if (forensics)
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forensics.inherit_new(fibers = fibers_to_add)
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else
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forensics = new(src, fibers = fibers_to_add)
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return TRUE
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/// Adds a single fiber to the atom
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/atom/proc/add_fibers(mob/living/carbon/human/suspect)
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if (QDELETED(src))
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return
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var/old = 0
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if(suspect.gloves && istype(suspect.gloves, /obj/item/clothing))
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var/obj/item/clothing/gloves/suspect_gloves = suspect.gloves
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old = GET_ATOM_BLOOD_DNA_LENGTH(suspect_gloves)
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if(suspect_gloves.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood_DNA(GET_ATOM_BLOOD_DNA(suspect_gloves)) && GET_ATOM_BLOOD_DNA_LENGTH(suspect_gloves) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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suspect_gloves.transfer_blood -= 1
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else if(suspect.blood_in_hands > 1)
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old = GET_ATOM_BLOOD_DNA_LENGTH(suspect)
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if(add_blood_DNA(GET_ATOM_BLOOD_DNA(suspect)) && GET_ATOM_BLOOD_DNA_LENGTH(suspect) > old)
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suspect.blood_in_hands -= 1
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if (isnull(forensics))
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forensics = new(src)
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forensics.add_fibers(suspect)
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return TRUE
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/// Adds a list of hiddenprints to the atom
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/atom/proc/add_hiddenprint_list(list/hiddenprints_to_add) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
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if (QDELETED(src))
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return
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if (isnull(hiddenprints_to_add))
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return
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if (forensics)
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forensics.inherit_new(hiddenprints = hiddenprints_to_add)
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else
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forensics = new(src, hiddenprints = hiddenprints_to_add)
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return TRUE
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/// Adds a single hiddenprint to the atom
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/atom/proc/add_hiddenprint(mob/suspect)
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if (QDELETED(src))
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return
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if (isnull(forensics))
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forensics = new(src)
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forensics.add_hiddenprint(suspect)
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return TRUE
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/// Fetch current blood color
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/atom/proc/get_blood_dna_color()
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if (cached_blood_color)
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return cached_blood_color
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var/list/blood_DNA = GET_ATOM_BLOOD_DECALS(src)
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if (!length(blood_DNA))
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return
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cached_blood_color = get_color_from_blood_list(blood_DNA)
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return cached_blood_color
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/// Check if we have any emissive blood on us
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/// is_worn - When TRUE, we're fetching the value for mob overlays, in which case we bypass the cache
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/atom/proc/get_blood_emissive_alpha(is_worn = FALSE)
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if (cached_blood_emissive && !is_worn)
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return cached_blood_emissive
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var/list/blood_DNA = GET_ATOM_BLOOD_DECALS(src)
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if (!length(blood_DNA))
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return 0
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var/blood_alpha = 0
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for (var/blood_key in blood_DNA)
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var/datum/blood_type/blood_type = blood_DNA[blood_key]
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blood_alpha += blood_type.get_emissive_alpha(src, is_worn)
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blood_alpha /= length(blood_DNA)
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if (!is_worn)
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cached_blood_emissive = blood_alpha
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return blood_alpha
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/// Adds blood dna to the atom
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/atom/proc/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases) //ASSOC LIST DNA = BLOODTYPE
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return FALSE
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/obj/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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if (QDELETED(src))
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return
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. = ..()
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if (isnull(blood_DNA_to_add))
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return .
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if (!islist(blood_DNA_to_add))
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CRASH("add_blood_DNA on [src] ([type]) has been passed a non-list blood_DNA_to_add ([blood_DNA_to_add])!")
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for (var/blood_key in blood_DNA_to_add)
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if (isnull(blood_DNA_to_add[blood_key]))
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CRASH("add_blood_DNA on [src] ([type]) has been passed bad blood_DNA_to_add ([blood_key] - [blood_DNA_to_add[blood_key]] key-value pair)!")
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cached_blood_color = null
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cached_blood_emissive = null
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if (forensics)
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forensics.inherit_new(blood_DNA = blood_DNA_to_add)
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else
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forensics = new(src, blood_DNA = blood_DNA_to_add)
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return TRUE
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/obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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var/first_dna = GET_ATOM_BLOOD_DNA_LENGTH(src)
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if(!..())
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return FALSE
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if(dried)
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return TRUE
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// Imperfect, ends up with some blood types being double-set-up, but harmless (for now)
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for(var/blood_key in blood_DNA_to_add)
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var/datum/blood_type/blood_type = blood_DNA_to_add[blood_key]
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// We shouldn't ever get no valid blood types with BLOOD_COVER_TURFS and first_dna == 0 here so we're safe
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if(blood_type.blood_flags & BLOOD_COVER_TURFS)
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blood_type.set_up_blood(src, first_dna == 0)
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add_diseases(diseases)
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update_appearance()
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add_atom_colour(get_blood_dna_color(), FIXED_COLOUR_PRIORITY)
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return TRUE
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/obj/item/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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if(item_flags & NO_BLOOD_ON_ITEM)
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return FALSE
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return ..()
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/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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if (. && has_blood_flag(blood_dna, BLOOD_COVER_ITEMS))
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transfer_blood = min(transfer_blood, rand(2, 4))
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/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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var/obj/effect/decal/cleanable/blood/splatter/blood_splatter = locate() in src
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var/blood_flags = has_blood_flag(blood_dna, BLOOD_COVER_TURFS|BLOOD_ADD_DNA|BLOOD_TRANSFER_VIRAL_DATA)
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if(!blood_splatter)
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if(blood_flags & BLOOD_COVER_TURFS)
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blood_splatter = new /obj/effect/decal/cleanable/blood/splatter(src, diseases, blood_dna)
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else
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if(blood_flags & BLOOD_ADD_DNA)
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blood_splatter.add_blood_DNA(blood_dna)
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if(blood_flags & BLOOD_TRANSFER_VIRAL_DATA)
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blood_splatter.add_diseases(diseases)
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return !QDELETED(blood_splatter) ? blood_splatter : null
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/turf/closed/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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return FALSE
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/obj/item/clothing/under/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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. = ..()
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if(!.)
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return
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for(var/obj/item/clothing/accessory/thing_accessory as anything in attached_accessories)
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if(prob(66))
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continue
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thing_accessory.add_blood_DNA(blood_DNA_to_add)
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/mob/living/carbon/human/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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return add_blood_DNA_to_items(blood_DNA_to_add, diseases = diseases)
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/// Adds blood DNA to certain slots the mob is wearing
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/mob/living/carbon/human/proc/add_blood_DNA_to_items(
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list/blood_DNA_to_add,
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target_flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_GLOVES|ITEM_SLOT_HEAD|ITEM_SLOT_MASK,
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list/datum/disease/diseases,
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)
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if(QDELING(src))
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return FALSE
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if(!length(blood_DNA_to_add))
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return FALSE
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// Don't messy up our jumpsuit if we're got a coat
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if((target_flags & ITEM_SLOT_OCLOTHING) && (wear_suit?.body_parts_covered & CHEST))
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target_flags &= ~ITEM_SLOT_ICLOTHING
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var/dirty_hands = !!(target_flags & (ITEM_SLOT_GLOVES|ITEM_SLOT_HANDS))
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var/dirty_feet = !!(target_flags & ITEM_SLOT_FEET)
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var/slots_to_bloody = target_flags & ~check_covered_slots()
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var/list/all_worn = get_equipped_items()
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for(var/obj/item/thing as anything in all_worn)
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if(thing.slot_flags & slots_to_bloody)
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thing.add_blood_DNA(blood_DNA_to_add, diseases)
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if(thing.body_parts_covered & HANDS)
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dirty_hands = FALSE
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if(thing.body_parts_covered & FEET)
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dirty_feet = FALSE
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if(slots_to_bloody & ITEM_SLOT_HANDS)
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for(var/obj/item/thing in held_items)
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thing.add_blood_DNA(blood_DNA_to_add)
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cached_blood_color = null
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cached_blood_emissive = null
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if(!has_blood_flag(blood_DNA_to_add, BLOOD_COVER_MOBS))
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update_clothing(slots_to_bloody)
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return
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if(dirty_hands || dirty_feet || !length(all_worn))
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if(isnull(forensics))
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forensics = new(src)
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forensics.inherit_new(blood_DNA = blood_DNA_to_add)
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if(dirty_hands)
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blood_in_hands = min(blood_in_hands, rand(2, 4))
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if(dirty_feet)
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AddComponent(/datum/component/bloodysoles/feet, blood_DNA_to_add) // Add blood to our feet
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update_clothing(slots_to_bloody)
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return TRUE
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/mob/living/add_blood_DNA(list/blood_DNA_to_add, list/datum/disease/diseases)
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if(QDELING(src))
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return FALSE
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if(!length(blood_DNA_to_add))
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return FALSE
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if(isnull(forensics))
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forensics = new(src)
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cached_blood_color = null
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cached_blood_emissive = null
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forensics.inherit_new(blood_DNA = blood_DNA_to_add)
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return TRUE
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/*
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* Transfer all the fingerprints and hidden prints from [src] to [transfer_to].
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*/
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/atom/proc/transfer_fingerprints_to(atom/transfer_to)
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transfer_to.add_fingerprint_list(GET_ATOM_FINGERPRINTS(src))
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transfer_to.add_hiddenprint_list(GET_ATOM_HIDDENPRINTS(src))
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transfer_to.fingerprintslast = fingerprintslast
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/*
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* Transfer all the fibers from [src] to [transfer_to].
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*/
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/atom/proc/transfer_fibers_to(atom/transfer_to)
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transfer_to.add_fiber_list(GET_ATOM_FIBRES(src))
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