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Changed blood application to make the weapon bloody, rather than the hands of the attacked mob. Improved the item blood sprite.
Fixed a spelling error causing shoe blood to not be applied onmob. Improved a few random sprites. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3291 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -901,7 +901,7 @@
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var/t1 = shoes.icon_state
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overlays += image("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if (shoes.blood_DNA)
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var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
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var/icon/stain_icon = icon('blood.dmi', "shoeblood[!lying ? "" : "2"]")
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
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/* if (w_radio)
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overlays += image("icon" = 'ears.dmi', "icon_state" = "headset[!lying ? "" : "2"]", "layer" = MOB_LAYER) */
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@@ -125,7 +125,7 @@ emp_act
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var/bloody = 0
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if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))
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src.add_blood(src)
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I.add_blood(src) //Make the weapon bloody, not the person.
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if(prob(33))
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bloody = 1
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var/turf/location = loc
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