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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Fixes some wierd indent issues probably
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@@ -40,40 +40,41 @@
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for(var/obj/item/organ/external/splinted in splinted_limbs)
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splinted.update_splints()
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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if(!has_gravity(loc))
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return
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var/obj/item/clothing/shoes/S = shoes
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//Bloody footprints
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var/turf/T = get_turf(src)
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var/obj/item/organ/external/l_foot = get_organ("l_foot")
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var/obj/item/organ/external/r_foot = get_organ("r_foot")
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var/hasfeet = 1
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if(!l_foot && !r_foot)
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hasfeet = 0
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//Bloody footprints
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var/turf/T = get_turf(src)
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var/obj/item/organ/external/l_foot = get_organ("l_foot")
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var/obj/item/organ/external/r_foot = get_organ("r_foot")
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var/hasfeet = 1
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if(!l_foot && !r_foot)
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hasfeet = 0
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if(shoes)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
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return
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(shoes, dir, T)
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update_inv_shoes()
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else if(hasfeet)
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if(bloody_feet && bloody_feet[blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
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return
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else
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bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(src, dir, T)
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update_inv_shoes()
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//End bloody footprints
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if(S)
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S.step_action(src)
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if(shoes)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == S.blood_state && oldFP.basecolor == S.blood_color)
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return
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else
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//No oldFP or it's a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(shoes, dir, T)
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update_inv_shoes()
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else if(hasfeet)
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if(bloody_feet && bloody_feet[blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && oldFP.blood_state == blood_state && oldFP.basecolor == feet_blood_color)
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return
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else
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bloody_feet[blood_state] = max(0, bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP)
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createFootprintsFrom(src, dir, T)
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update_inv_shoes()
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//End bloody footprints
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if(S)
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S.step_action(src)
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/mob/living/carbon/human/handle_footstep(turf/T)
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if(..())
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