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Makes slimes have slime jelly for blood (#14665)
* Makes slimes have slime jelly for blood, reduces the healing and toxin effects of slime jelly * Slime jelly is a diffrent colour so it does not look like blood, slime jelly iv bag added, said bag is now found in nanomed plus * Makes slimes bleed in c o l o u r, makes iron affect exotic blood species. * Makes slime blood always the same colour as skin, fixing dye and CMA issues * Fixes iron mistake * Fix henk stuff Adds EXOTIC_COLOR trait, used if you want exotic blood to be coloured when splattering, in this case slime blood. Removes uneeded blood data stuff * Update toxins.dm * Fixes the black blood issue By B-B-BLENDING the slime colour with a medium grey, it helps match the blood colour to the true colour of the slime way better, meaning that a default slime that looks grey (but techicaly has pitch black skin codewise) will have grey blood. * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/reagents/chemistry/reagents/toxins.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Signals for henk, fixes henks worries, less processing * Fixes runtime * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/surgery/organs/blood.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/surgery/organs/blood.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> * Update code/modules/mob/living/carbon/human/species/slime.dm Co-authored-by: farie82 <joepvelden@hotmail.com> Co-authored-by: farie82 <joepvelden@hotmail.com>
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@@ -96,7 +96,10 @@
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if(dna.species.exotic_blood)
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var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
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if(istype(R) && isturf(loc))
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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if(EXOTIC_COLOR in dna.species.species_traits)
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER, dna.species.blood_color)
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else
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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/mob/living/carbon/proc/bleed_internal(amt) // Return 1 if we've coughed blood up, 2 if we're vomited it.
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if(blood_volume)
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@@ -116,7 +119,10 @@
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if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
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var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
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if(istype(R) && isturf(loc))
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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if(EXOTIC_COLOR in dna.species.species_traits)
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER, dna.species.blood_color)
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else
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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/mob/living/proc/restore_blood()
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blood_volume = initial(blood_volume)
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@@ -202,6 +208,10 @@
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blood_data["factions"] = faction
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blood_data["dna"] = dna.Clone()
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return blood_data
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if(blood_id == "slimejelly")
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var/blood_data = list()
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blood_data["colour"] = dna.species.blood_color
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return blood_data
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//get the id of the substance this mob use as blood.
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/mob/proc/get_blood_id()
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