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Fixes for *custom v/h emotes
Blood type is now a variable of the DNA datum Fixed runtime from blood Fixed the AI prompt being missed. Added breath holding.
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@@ -175,8 +175,7 @@
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H.apply_damage(0.5*damage, BRUTE, "r_arm")
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var/obj/effect/decal/cleanable/blood/B = new(src.loc)
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B.blood_DNA = H.dna.unique_enzymes
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B.blood_type = H.b_type
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B.blood_DNA = list(list(H.dna.unique_enzymes, H.dna.btype))
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H:weakened = max(H:weakened,2)
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H:updatehealth()
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@@ -714,8 +714,11 @@ turf/proc/add_bloody_footprints(mob/living/carbon/human/M,leaving,d,info)
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this.dir = d
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this.desc = "These bloody footprints appear to have been made by [info]."
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if(istype(M,/mob/living/carbon/human))
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this.blood_DNA.len++
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this.blood_DNA[this.blood_DNA.len] = list(M.dna.unique_enzymes,M.b_type)
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if(this.blood_DNA.len)
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this.blood_DNA.len++
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this.blood_DNA[this.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
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else
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this.blood_DNA = list(list(M.dna.unique_enzymes,M.dna.b_type))
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proc/get_tracks(mob/M)
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if(istype(M,/mob/living))
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