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https://github.com/KabKebab/GS13.git
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Merge pull request #771 from ArchieBeepBoop/blood2
Pooj Blood Code Cleanup
This commit is contained in:
@@ -109,12 +109,7 @@ GLOBAL_LIST_INIT(all_types_bloods,list(
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"BUG"
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))
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GLOBAL_LIST_INIT(blood_types, list(
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"blood",
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"jellyblood"
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))
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GLOBAL_LIST_INIT(blood_id_types, list(
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"blood" = /datum/reagent/blood,
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"jellyblood" = /datum/reagent/blood/jellyblood
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GLOBAL_LIST_INIT(blood_reagent_types, list(
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/datum/reagent/blood,
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/datum/reagent/blood/jellyblood
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))
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@@ -262,7 +262,7 @@
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if(blood_id)
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data["occupant"]["blood"] = list() // We can start populating this list.
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var/blood_type = C.dna.blood_type
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if(blood_id != "blood") // special blood substance
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if(!(blood_id in GLOB.blood_reagent_types)) // special blood substance
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var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
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if(R)
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blood_type = R.name
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@@ -1,71 +1,77 @@
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
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/obj/effect/decal/cleanable/blood/xeno
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno
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color = BLOOD_COLOR_XENO
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gibs_reagent_id = /datum/reagent/liquidgibs/xeno
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gibs_bloodtype = "X*"
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/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh")
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flesh.appearance_flags = RESET_COLOR
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flesh.color = body_colors
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add_overlay(flesh)
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/obj/effect/decal/cleanable/blood/gibs/xeno/streak(list/directions)
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set waitfor = FALSE
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/torso
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random_icon_states = list("gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/xeno/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva
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random_icon_states = list("xgiblarva1", "xgiblarva2")
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
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random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "tracks"
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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. = ..()
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
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/obj/effect/decal/cleanable/blood/xeno
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno
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color = BLOOD_COLOR_XENO
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gibs_reagent_id = /datum/reagent/liquidgibs/xeno
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gibs_bloodtype = "X*"
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/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh")
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flesh.appearance_flags = RESET_COLOR
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flesh.color = body_colors
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add_overlay(flesh)
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/obj/effect/decal/cleanable/blood/gibs/xeno/streak(list/directions)
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set waitfor = FALSE
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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sleep(2)
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/torso
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random_icon_states = list("gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/xeno/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva
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random_icon_states = list("xgiblarva1", "xgiblarva2")
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
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random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "tracks"
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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. = ..()
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@@ -5,7 +5,7 @@
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layer = LOW_OBJ_LAYER
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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bloodiness = 0
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bloodiness = 0 //This isn't supposed to be bloody.
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var/body_colors = "#e3ba84" //a default color just in case.
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var/gibs_reagent_id = /datum/reagent/liquidgibs
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var/gibs_bloodtype = "A+"
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@@ -20,7 +20,6 @@
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add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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@@ -45,13 +44,18 @@
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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File diff suppressed because it is too large
Load Diff
@@ -398,7 +398,6 @@
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fingerprintshidden = from.fingerprintshidden.Copy()
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if(from.fingerprintslast)
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fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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/obj/item/stack/microwave_act(obj/machinery/microwave/M)
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if(istype(M) && M.dirty < 100)
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@@ -346,7 +346,6 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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clean_blood()
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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@@ -65,7 +65,6 @@
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fingerprintslast = M.ckey
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//Set ignoregloves to add prints irrespective of the mob having gloves on.
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
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if(!M || !M.key)
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@@ -836,7 +836,7 @@
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px_x = 2
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px_y = 12
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max_stamina_damage = 50
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stam_heal_tick = 2
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stam_heal_tick = 4
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/obj/item/bodypart/r_leg/is_disabled()
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if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG))
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@@ -17,7 +17,6 @@
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return L
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return FALSE
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/mob/proc/has_left_hand(check_disabled = TRUE)
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return TRUE
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@@ -45,8 +44,6 @@
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/mob/living/carbon/alien/larva/has_right_hand()
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return TRUE
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/mob/proc/has_left_leg()
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return TRUE
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@@ -67,7 +64,6 @@
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else
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return FALSE
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//Limb numbers
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/mob/proc/get_num_arms(check_disabled = TRUE)
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return 2
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@@ -221,11 +221,6 @@ obj/item/organ/heart/cybernetic/upgraded/on_life()
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addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
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ramount = 0
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/obj/item/organ/heart/ipc
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name = "IPC heart"
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desc = "An electronic pump that regulates hydraulic functions, the electronics have EMP shielding."
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icon_state = "heart-c"
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/obj/item/organ/heart/ipc
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name = "IPC heart"
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desc = "An electronic pump that regulates hydraulic functions, they have an auto-restart after EMPs."
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@@ -1,7 +1,7 @@
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//body bluids
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/datum/reagent/consumable/semen
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name = "Semen"
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description = "Sperm from some animal. I bet you'll drink this out of a bucket someday."
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description = "Sperm from some animal. Useless for anything but insemination, really."
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taste_description = "something salty"
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taste_mult = 2 //Not very overpowering flavor
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data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null)
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