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Bloody Mess Fix
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@@ -158,9 +158,9 @@
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M.take_organ_damage(power)
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if (prob(33)) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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var/turf/simulated/location = M.loc
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if (istype(location, /turf/simulated))
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location:add_blood_floor(M)
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location.add_blood_floor(M)
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if("fire")
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if (!(RESIST_COLD in M.mutations))
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M.take_organ_damage(0, power)
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@@ -266,9 +266,9 @@
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L.Weaken(5)
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else //for simple_animals & borgs
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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var/turf/location = src.loc
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var/turf/simulated/location = src.loc
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if(istype(location, /turf/simulated)) //add_blood doesn't work for borgs/xenos, but add_blood_floor does.
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location.add_blood(L)
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location.add_blood_floor(L)
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/obj/machinery/door/proc/requiresID()
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return 1
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@@ -149,6 +149,8 @@
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// Only adds blood on the floor -- Skie
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/turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob)
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if(ishuman(M))
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blood_splatter(src,M,1)
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if( istype(M, /mob/living/carbon/alien ))
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var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src)
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this.blood_DNA["UNKNOWN BLOOD"] = "X*"
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