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Touching bloody objects will make your hands/gloves bloody. (#25730)
* bloody blood * no restrictions of item blood * PR reviews * comment
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@@ -3,12 +3,29 @@
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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if(M.gloves && isclothing(M.gloves))
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var/obj/item/clothing/gloves/G = M.gloves
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood(G.blood_DNA, G.blood_color)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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if(add_blood(M.blood_DNA, M.hand_blood_color))
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if(easy_to_spill_blood && G.blood_DNA)
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add_blood(G.blood_DNA, G.blood_color)
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else if(G.transfer_blood > 1 && add_blood(G.blood_DNA, G.blood_color))
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G.transfer_blood--
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if(blood_DNA)
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var/old_transfer_blood = G.transfer_blood
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G.add_blood(blood_DNA, blood_color)
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G.transfer_blood = old_transfer_blood
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M.update_inv_gloves()
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else
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if(easy_to_spill_blood && M.blood_DNA)
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add_blood(M.blood_DNA, M.hand_blood_color)
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else if(M.bloody_hands > 1 && add_blood(M.blood_DNA, M.hand_blood_color))
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M.bloody_hands--
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if(blood_DNA)
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var/old_bloody_hands = M.bloody_hands
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M.add_blood(blood_DNA, blood_color)
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M.bloody_hands = old_bloody_hands
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M.update_inv_gloves()
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if(!suit_fibers) suit_fibers = list()
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var/fibertext
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var/item_multiplier = isitem(src)?1.2:1
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