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Fixing blood spreading too much during surgery (#26266)
* bloody blood * ehhhh * here too * bloodwrite fix * a * review changes * max blood amount to argument * Update code/game/atoms.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: HMBGERDO <61080616+HMBGERDO@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/human_defense.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: HMBGERDO <61080616+HMBGERDO@users.noreply.github.com> * tab --------- Signed-off-by: HMBGERDO <61080616+HMBGERDO@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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co-authored by
DGamerL
Burzah
parent
6032712fab
commit
fbe49dabbc
@@ -185,7 +185,10 @@
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user.blood_DNA = list()
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user.blood_DNA |= blood_DNA.Copy()
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user.bloody_hands += taken
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user.hand_blood_color = basecolor
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if(isnull(basecolor))
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user.hand_blood_color = "#A10808"
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else
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user.hand_blood_color = basecolor
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user.update_inv_gloves()
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add_verb(user, /mob/living/carbon/human/proc/bloody_doodle)
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@@ -99,7 +99,7 @@
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if(!istype(carried_item, /obj/item/bio_chip))//If it's not an implant.
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carried_item.add_mob_blood(target)//Oh yes, there will be blood...
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var/mob/living/carbon/human/H = target
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H.make_bloody_hands(H.get_blood_dna_list(), H.get_blood_color())
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H.make_bloody_hands(H.get_blood_dna_list(), H.get_blood_color(), 0)
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H.bloody_body(target)
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return
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