mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 12:37:26 +01:00
Merge pull request #371 from SkyMarshal/master
Fixed up the blood problems, removed a compile warning because Hawk doesn't compile.
This commit is contained in:
@@ -5,7 +5,7 @@
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var/list/fingerprints = list()
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var/list/fingerprintshidden = new/list()
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var/fingerprintslast = null
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var/list/blood_DNA = null
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var/list/blood_DNA = list()
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var/last_bumped = 0
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var/pass_flags = 0
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+18
-4
@@ -149,8 +149,15 @@
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I.Blend(new /icon(src.icon, src.icon_state),ICON_UNDERLAY)
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src.icon = I
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if(src.blood_DNA.len)
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src.blood_DNA.len++
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src.blood_DNA[src.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
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var/inthere = 0
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for(var/i = 1, i <= src.blood_DNA.len, i++)
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var/list/templist = src.blood_DNA[i]
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if(templist[1] == M.dna.unique_enzymes && templist[2] == M.dna.b_type)
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inthere = 1
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break
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if(!inthere)
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src.blood_DNA.len++
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src.blood_DNA[src.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
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else
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var/list/blood_DNA_temp[1]
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blood_DNA_temp[1] = list(M.dna.unique_enzymes, M.dna.b_type)
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@@ -173,8 +180,15 @@
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newDisease.holder = this
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else if (istype(src, /mob/living/carbon/human))
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if(src.blood_DNA.len)
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src.blood_DNA.len++
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src.blood_DNA[src.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
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var/inthere = 0
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for(var/i = 1, i <= src.blood_DNA.len, i++)
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var/list/templist = src.blood_DNA[i]
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if(templist[1] == M.dna.unique_enzymes && templist[2] == M.dna.b_type)
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inthere = 1
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break
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if(!inthere)
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src.blood_DNA.len++
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src.blood_DNA[src.blood_DNA.len] = list(M.dna.unique_enzymes,M.dna.b_type)
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else
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var/list/blood_DNA_temp[1]
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blood_DNA_temp[1] = list(M.dna.unique_enzymes, M.dna.b_type)
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@@ -96,7 +96,7 @@
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/meteor/Move()
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var/turf/T = src.loc
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// var/turf/T = src.loc
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//FUCK YOU. FUCK YOU ALL, METEORS. ~Hawk.
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/*if (istype(T, /turf))
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T.hotspot_expose(METEOR_TEMPERATURE, 1000) */
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@@ -805,8 +805,7 @@
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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.len++
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B.blood_DNA[B.blood_DNA.len] = list(H.dna.unique_enzymes, H.dna.b_type)
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B.blood_DNA = list(list(H.dna.unique_enzymes, H.dna.b_type))
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bloodiness += 4
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@@ -555,11 +555,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
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R.word2 = w2
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R.word3 = w3
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R.check_icon()
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if(R.blood_DNA.len)
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R.blood_DNA.len++
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R.blood_DNA[R.blood_DNA.len] = list(H.dna.unique_enzymes, H.dna.b_type)
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else
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R.blood_DNA = list(list(H.dna.unique_enzymes, H.dna.b_type))
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R.blood_DNA = list(list(H.dna.unique_enzymes, H.dna.b_type))
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return
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else
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user << "The book seems full of illegible scribbles. Is this a joke?"
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@@ -51,8 +51,7 @@
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viruus.holder = gib
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viruus.spread_type = CONTACT_FEET
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if(MobDNA)
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gib.blood_DNA.len++
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gib.blood_DNA[gib.blood_DNA.len] = list(MobDNA.unique_enzymes, MobDNA.b_type)
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gib.blood_DNA = list(list(MobDNA.unique_enzymes, MobDNA.b_type))
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if(MobDNA.original_name != "Unknown")
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gib.OriginalMob = MobDNA.original_name
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var/list/directions = gibdirections[i]
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@@ -155,8 +155,7 @@ datum
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var/obj/effect/decal/cleanable/blood/blood_prop = locate() in T //find some blood here
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if(!blood_prop) //first blood!
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blood_prop = new(T)
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blood_prop.blood_DNA.len++
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blood_prop.blood_DNA[blood_prop.blood_DNA.len] = list(self.data["blood_DNA"], self.data["blood_type"])
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blood_prop.blood_DNA = list(list(self.data["blood_DNA"], self.data["blood_type"]))
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for(var/datum/disease/D in self.data["viruses"])
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var/datum/disease/newVirus = new D.type
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@@ -16,8 +16,8 @@
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t_him = "her"
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if (src.w_uniform)
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if (src.w_uniform.blood_DNA)
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usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
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if (src.w_uniform.blood_DNA.len)
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usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA.len ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
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else
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usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
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@@ -25,8 +25,8 @@
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usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
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if (src.wear_suit)
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if (src.wear_suit.blood_DNA)
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usr << "\red [src.name] has a[src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
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if (src.wear_suit.blood_DNA.len)
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usr << "\red [src.name] has a[src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
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else
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usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
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@@ -37,44 +37,44 @@
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usr << "\blue [src.name] has a \icon[src.r_ear] [src.r_ear.name] on [t_his] right ear."
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if (src.wear_mask)
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if (src.wear_mask.blood_DNA)
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usr << "\red [src.name] has a[src.wear_mask.blood_DNA ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
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if (src.wear_mask.blood_DNA.len)
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usr << "\red [src.name] has a[src.wear_mask.blood_DNA.len ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
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else
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usr << "\blue [src.name] has a \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face."
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if (src.l_hand)
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if (src.l_hand.blood_DNA)
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usr << "\red [src.name] has a[src.l_hand.blood_DNA ? " bloody " : " "] \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand!"
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if (src.l_hand.blood_DNA.len)
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usr << "\red [src.name] has a[src.l_hand.blood_DNA.len ? " bloody " : " "] \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand!"
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else
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usr << "\blue [src.name] has a \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand."
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if (src.r_hand)
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if (src.r_hand.blood_DNA)
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usr << "\red [src.name] has a[src.r_hand.blood_DNA ? " bloody " : " "] \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand!"
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if (src.r_hand.blood_DNA.len)
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usr << "\red [src.name] has a[src.r_hand.blood_DNA.len ? " bloody " : " "] \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand!"
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else
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usr << "\blue [src.name] has a \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand."
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if (src.belt)
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if (src.belt.blood_DNA)
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usr << "\red [src.name] has a[src.belt.blood_DNA ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
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if (src.belt.blood_DNA.len)
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usr << "\red [src.name] has a[src.belt.blood_DNA.len ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
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else
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usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
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if(src.s_store)
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if(src.s_store.blood_DNA)
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usr << "\red [src.name] has a[src.s_store.blood_DNA ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
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if(src.s_store.blood_DNA.len)
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usr << "\red [src.name] has a[src.s_store.blood_DNA.len ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
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else
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usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
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usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
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if (src.shoes)
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usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] has a[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
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usr << "[src.shoes.blood_DNA.len ? "\red" : "\blue"] [src.name] has a[src.shoes.blood_DNA.len ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
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if (src.gloves)
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if (src.gloves.blood_DNA)
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if (src.gloves.blood_DNA.len)
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usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
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else
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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else if (src.blood_DNA)
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usr << "\red [src.name] has[src.blood_DNA ? " bloody " : " "] hands!"
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else if (src.blood_DNA.len)
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usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
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if (src.back)
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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@@ -875,7 +875,7 @@
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overlays += image("icon" = 'uniform_fat.dmi', "icon_state" = "[t1][!lying ? "_s" : "_l"]", "layer" = MOB_LAYER)
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else*/
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overlays += image("icon" = 'uniform.dmi', "icon_state" = text("[][]",t1, (!(lying) ? "_s" : "_l")), "layer" = MOB_LAYER)
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if (w_uniform.blood_DNA)
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if (w_uniform.blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "uniformblood[!lying ? "" : "2"]")
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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@@ -905,14 +905,14 @@
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else if(ro.destroyed)
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gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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overlays += image(gloves_icon, "layer" = MOB_LAYER)
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if (gloves.blood_DNA)
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if (gloves.blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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else if(ro.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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else if (blood_DNA)
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else if (blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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@@ -941,7 +941,7 @@
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else if(ro.destroyed && !lying)
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shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
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overlays += image(shoes_icon, "layer" = MOB_LAYER)
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if (shoes.blood_DNA)
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if (shoes.blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
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if(lo.destroyed)
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stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
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@@ -1000,7 +1000,7 @@
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var/t1 = wear_suit.icon_state
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overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if (wear_suit)
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if (wear_suit.blood_DNA)
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if (wear_suit.blood_DNA.len)
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var/icon/stain_icon = null
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if (istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/storage/wcoat))
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stain_icon = icon('blood.dmi', "armorblood[!lying ? "" : "2"]")
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@@ -1036,7 +1036,7 @@
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var/t1 = wear_mask.icon_state
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overlays += image("icon" = 'mask.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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if (!istype(wear_mask, /obj/item/clothing/mask/cigarette))
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if (wear_mask.blood_DNA)
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if (wear_mask.blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "maskblood[!lying ? "" : "2"]")
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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wear_mask.screen_loc = ui_mask
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@@ -1050,7 +1050,7 @@
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overlays += image("icon" = head_icon, "layer" = MOB_LAYER)
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if(gimmick_hat)
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overlays += image("icon" = icon('gimmick_head.dmi', "[gimmick_hat][!lying ? "" : "2"]"), "layer" = MOB_LAYER)
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if (head.blood_DNA)
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if (head.blood_DNA.len)
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var/icon/stain_icon = icon('blood.dmi', "helmetblood[!lying ? "" : "2"]")
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overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
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head.screen_loc = ui_head
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@@ -92,7 +92,7 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
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if(!istype(H))
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return
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if(H.dna)
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if(blood_DNA)
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if(blood_DNA.len)
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blood_DNA.len++
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blood_DNA[blood_DNA.len] = list(H.dna.unique_enzymes, H.dna.b_type)
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else
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@@ -439,7 +439,7 @@
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del(H)
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (istype(mover,/obj/item))
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if (istype(mover,/obj/item) && !istype(mover,/obj/item/weapon/dummy))
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var/obj/item/I = mover
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if(prob(75))
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I.loc = src
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