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More Tajaran fixes, made blood-type damage not affect changelings, blood now regenerates.
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@@ -104,7 +104,7 @@ datum
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on_mob_life(var/mob/living/M)
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if(!data || !data["blood_type"])
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..()
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else if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
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else if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type) && !M.changeling)
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M.adjustToxLoss(rand(0.5,1.5))
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M.adjustOxyLoss(rand(1,1.5))
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..()
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@@ -872,7 +872,7 @@
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if(E.name == "l_hand" || E.name == "l_arm")
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if(hand && equipped())
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drop_item()
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emote("custom v drops what they were holding, their limb malfunctioning!")
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emote("custom v drops what they were holding, their [E] malfunctioning!")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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@@ -882,7 +882,7 @@
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else if(E.name == "r_hand" || E.name == "r_arm")
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if(!hand && equipped())
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drop_item()
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emote("custom v drops what they were holding, their limb malfunctioning!")
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emote("custom v drops what they were holding, their [E] malfunctioning!")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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@@ -915,6 +915,15 @@
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var/blood_volume = round(vessel.get_reagent_amount("blood"))
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if(bloodloss)
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drip(bloodloss)
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else if(blood_volume < 560 && blood_volume)
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var/datum/reagent/blood/B = locate() in vessel //Grab some blood
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if(!B.data["donor"] == src) //If it's not theirs, then we look for theirs
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for(var/datum/reagent/blood/D in vessel)
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if(D.data["donor"] == src)
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B = D
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break
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//At this point, we dun care which blood we are adding to, as long as they get more blood.
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B.volume = max(min(B.volume + 560/blood_volume,560), 0) //Less blood = More blood generated per tick
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if(!blood_volume)
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bloodloss = 0
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else if(blood_volume > 448)
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