I think I got it.

Also gibs should be better too.
This commit is contained in:
Poojawa
2019-05-12 04:06:35 -05:00
parent fcdc748bf1
commit 1a047c0068
18 changed files with 94 additions and 132 deletions

View File

@@ -122,6 +122,23 @@ GLOBAL_LIST_INIT(regular_bloods,list(
"AB+"
))
GLOBAL_LIST_INIT(all_types_bloods,list(
"O-",
"O+",
"A-",
"A+",
"B-",
"B+",
"AB-",
"AB+",
"SY",
"X*",
"HF",
"L",
"U",
"GEL"
))
GLOBAL_LIST_INIT(blood_types, list(
"blood",
"syntheticblood",

View File

@@ -15,21 +15,21 @@
_icon_state = "itemblood"
var/icon = initial(I.icon)
var/icon_state = initial(I.icon_state)
var/color = initial(I.blood_DNA_to_color(I.blood_mix_types))
if(!icon || !icon_state)
// It's something which takes on the look of other items, probably
icon = I.icon
icon_state = I.icon_state
GET_COMPONENT(D, /datum/component/forensics)
var/static/list/blood_splatter_appearances = list()
//try to find a pre-processed blood-splatter. otherwise, make a new one
var/index = "[REF(icon)]-[icon_state]-[color]"
var/index = "[REF(icon)]-[icon_state]-[D.blood_mix_color]"
pic = blood_splatter_appearances[index]
if(!pic)
var/icon/blood_splatter_icon = icon(initial(I.icon), initial(I.icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon(_icon, _icon_state), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.color = I.blood_DNA_to_color(I.blood_mix_types) //Colors it based upon blood color mix
blood_splatter_icon.Blend(D.blood_mix_color, ICON_MULTIPLY) //add the blood's color with DNA information
blood_splatter_appearances[index] = pic
return TRUE

View File

@@ -5,6 +5,7 @@
var/list/blood_DNA //assoc dna = bloodtype
var/list/fibers //assoc print = print
var/list/blood_mix_types // data("[blood_type]" = sting list
var/blood_mix_color
/datum/component/forensics/InheritComponent(datum/component/forensics/F, original) //Use of | and |= being different here is INTENTIONAL.
fingerprints = fingerprints | F.fingerprints
@@ -12,10 +13,11 @@
blood_DNA = blood_DNA | F.blood_DNA
fibers = fibers | F.fibers
blood_mix_types = blood_mix_types | F.blood_mix_types
blood_mix_color = blood_mix_color | F.blood_mix_color
check_blood()
return ..()
/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers, new_blood_mix_types)
/datum/component/forensics/Initialize(new_fingerprints, new_hiddenprints, new_blood_DNA, new_fibers, new_blood_mix_types, new_blood_mix_color)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
fingerprints = new_fingerprints
@@ -23,6 +25,7 @@
blood_DNA = new_blood_DNA
fibers = new_fibers
blood_mix_types = new_blood_mix_types
blood_mix_color = new_blood_mix_color
check_blood()
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_act)
@@ -36,6 +39,7 @@
/datum/component/forensics/proc/wipe_blood_DNA()
blood_DNA = null
blood_mix_types = null
blood_mix_color = null
return TRUE
/datum/component/forensics/proc/wipe_fibers()
@@ -150,6 +154,8 @@
LAZYINITLIST(blood_DNA)
for(var/i in dna)
blood_DNA[i] = dna[i]
var/blood_type = blood_DNA.Find(GLOB.all_types_bloods)
add_blood_list(blood_type)
check_blood()
return TRUE
@@ -159,38 +165,21 @@
if(!length(blood_DNA))
return
/datum/component/forensics/proc/add_blood_list_check(list/_blood_mix_types)
if(!length(_blood_mix_types))
/datum/component/forensics/proc/add_blood_list(blood_type)
if(!blood_type)
return
LAZYINITLIST(blood_mix_types)
for(var/i in _blood_mix_types) //We use an associative list, because all the other cool kids are doing it
blood_mix_types[i] = i
blood_list_checks(blood_mix_types, blood_type)
blood_DNA_to_color(blood_mix_types)
return TRUE
/datum/component/forensics/proc/blood_list_checks(Atom/A, var/blood_type) //This is a messy attempt at trying to reduce lists of items and mobs with blood colors on them
/datum/component/forensics/proc/blood_list_checks(list/blood_types, var/blood_type) //This is a messy attempt at trying to reduce lists of items and mobs with blood colors on them
if(blood_type in GLOB.regular_bloods)
blood_type = "A+" //generic so we don't have 8 different types of human blood
if(is_cleanable(src))
var/obj/effect/decal/cleanable/CL = src
if(blood_type in CL.blood_mix_types)
if(blood_type in blood_mix_types)
return
else
LAZYSET(blood_type,CL.blood_mix_types, CL.blood_mix_types)
CL.blood_color = blood_DNA_to_color(CL.blood_mix_types)
else if(isitem(src))
var/obj/item/I = src
if(blood_type in I.blood_mix_types)
return
else
LAZYSET(blood_type,I.blood_mix_types, I.blood_mix_types)
I.blood_color = blood_DNA_to_color(I.blood_mix_types)
else if(iscarbon(src))
var/mob/living/carbon/C = src
if(blood_type in C.blood_mix_types)
return
else
LAZYSET(blood_type,C.blood_mix_types, C.blood_mix_types)
C.blood_color = blood_DNA_to_color(C.blood_mix_types)
LAZYADD(blood_mix_types, blood_type)
return TRUE
/datum/component/forensics/proc/blood_DNA_to_color(list/bloods)
@@ -208,4 +197,6 @@
i++
else
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(bloods))
return final_rgb
blood_mix_color = final_rgb
return TRUE

View File

@@ -5,7 +5,7 @@
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
var/blood_color = BLOOD_COLOR_HUMAN
var/blood_color
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -75,14 +75,6 @@
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
var/obj/item/clothing/shoes/S = H.shoes
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
S.blood_list_checks(src, R.data["blood_type"])
else if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
S.blood_list_checks(src, R.data["blood_type"])
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
@@ -96,14 +88,6 @@
H.update_inv_shoes()
else if(H.bloodiness && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
H.blood_list_checks(src, R.data["blood_type"])
else if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
H.blood_list_checks(src, R.data["blood_type"])
var/add_blood = 0
if(H.bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
@@ -115,19 +99,6 @@
H.blood_state = blood_state
update_icon()
else
color = blood_DNA_to_color()
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
H.add_blood_DNA(return_blood_DNA())
H.blood_state = blood_state
update_icon()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness

View File

@@ -7,8 +7,7 @@
/obj/effect/decal/cleanable/blood/xeno/Initialize()
. = ..()
if(!data)
data = add_blood_DNA(list("donor"= "UNKNOWN DNA","bloodcolor" = BLOOD_COLOR_XENO, "blood_type"= "X*"))
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
/obj/effect/decal/cleanable/blood/splatter/xeno
color = BLOOD_COLOR_XENO
@@ -65,5 +64,4 @@
/obj/effect/decal/cleanable/blood/xeno/tracks/Initialize()
. = ..()
if(!data)
data = add_blood_DNA(list("UNKNOWN DNA" = "X*"))
add_blood_DNA(list("UNKNOWN DNA" = "X*"))

View File

@@ -7,13 +7,16 @@
mergeable_decal = FALSE
var/gib_overlay = FALSE
var/slimy_gibs = FALSE
var/body_colors
/obj/effect/decal/cleanable/blood/gibs/proc/guts()
if(gib_overlay)
var/mutable_appearance/gibz = mutable_appearance(icon, icon_state + "-overlay")
var/mutable_appearance/gibz2 = mutable_appearance(icon, icon_state + "c-overlay", color = body_colors)
if(!slimy_gibs)
gibz.appearance_flags = RESET_COLOR
add_overlay(gibz)
add_overlay(gibz2)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
@@ -98,26 +101,32 @@
/obj/effect/decal/cleanable/blood/gibs/human/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
gib_overlay = TRUE
slimy_gibs = TRUE
/obj/effect/decal/cleanable/blood/gibs/human/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
gib_overlay = TRUE
slimy_gibs = TRUE
/obj/effect/decal/cleanable/blood/gibs/human/body
random_icon_states = list("gibhead", "gibtorso")
gib_overlay = TRUE
slimy_gibs = TRUE
/obj/effect/decal/cleanable/blood/gibs/human/torso
random_icon_states = list("gibtorso")
gib_overlay = TRUE
slimy_gibs = TRUE
/obj/effect/decal/cleanable/blood/gibs/human/limb
random_icon_states = list("gibleg", "gibarm")
gib_overlay = TRUE
slimy_gibs = TRUE
/obj/effect/decal/cleanable/blood/gibs/human/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
gib_overlay = TRUE
slimy_gibs = TRUE
// Slime Gibs
/obj/effect/decal/cleanable/blood/gibs/slime

View File

@@ -5,13 +5,14 @@
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/data = ""
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
update_icon()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if(!data)
C.data = add_blood_DNA(return_blood_DNA())
if(bloodiness)
if(C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
@@ -19,7 +20,6 @@
return ..()
obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
blood_list_checks(src, data["blood_type"])
return TRUE
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
@@ -27,16 +27,10 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
blood_list_checks(src, R.data["blood_type"])
blood_color = blood_DNA_to_color(blood_mix_types)
else if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
blood_list_checks(src, R.data["blood_type"])
blood_color = blood_DNA_to_color(blood_mix_types)
GET_COMPONENT(D, /datum/component/forensics)
if(!blood_color)
blood_color = D.blood_mix_color
color = blood_color
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
@@ -57,24 +51,12 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/data = ""
/obj/effect/decal/cleanable/trail_holder/update_icon()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
blood_list_checks(src, R.data["blood_type"])
color = blood_DNA_to_color(blood_mix_types)
else if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
blood_list_checks(src, R.data["blood_type"])
color = blood_DNA_to_color(blood_mix_types)
else
color = blood_DNA_to_color()
GET_COMPONENT(D, /datum/component/forensics)
color = D.blood_mix_color
/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
@@ -105,7 +87,6 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.blood_smear[blood_state])
S.blood_list_checks(S, data["blood_type"])
S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
@@ -113,8 +94,8 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
update_icon()
else if(!H.bloodiness)
H.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
H.blood_list_checks(H, data["blood_type"])
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
@@ -126,7 +107,6 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.blood_smear[blood_state])
S.blood_list_checks(S, data["blood_type"])
S.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
@@ -134,29 +114,30 @@ obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
update_icon()
else if(!H.bloodiness)
H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
H.bloodiness = max(H.bloodiness - BLOOD_LOSS_IN_SPREAD, 0)
H.blood_list_checks(H, data["blood_type"])
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
..()
cut_overlays()
for(var/Ddir in GLOB.cardinals)
GET_COMPONENT(B, /datum/component/forensics)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir, color = B.blood_mix_color)
add_overlay(bloodstep_overlay)
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]-[color]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir, color = B.blood_mix_color)
add_overlay(bloodstep_overlay)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
color = blood_DNA_to_color(blood_mix_types)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
/obj/effect/decal/cleanable/blood/footprints/tracks/examine(mob/user)
. = ..()

View File

@@ -33,29 +33,27 @@
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
to_chat(world, "Attempting to add DNA to pass to gibs")
var/body_coloring
if(source_mob)
to_chat(world, "We got a source mob, [source_mob]")
dna_to_add = source_mob.get_blood_dna_list() //ez pz
if(ishuman(source_mob))
var/mob/living/carbon/human/H = source_mob
if(H.dna.species.use_skintones)
body_coloring = skintone2hex(H.skin_tone)
else
body_coloring = "#[H.dna.features["mcolor"]]"
else if(gib_mob_type)
to_chat(world, "We got a mob type, [gib_mob_type]")
var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
if(gib_mob_species)
to_chat(world, "We got a mob species too, [gib_mob_species]")
if(ishuman(temp_mob))
to_chat(world, "it's a human type mob for sure")
var/mob/living/carbon/human/H = temp_mob
H.set_species(gib_mob_species)
if(isjellyperson(H))
H.dna.blood_type = "GEL"
if(isipcperson(H))
H.dna.blood_type = "HF"
if(isxenoperson(H))
H.dna.blood_type = "X*"
if(islizard(H))
H.dna.blood_type = "L"
to_chat(world, "temp_mob is a [H.dna.species]")
dna_to_add = temp_mob.get_blood_dna_list()
if(H.dna.species.use_skintones)
body_coloring = skintone2hex(H.skin_tone)
else
body_coloring = "#[H.dna.features["mcolor"]]"
qdel(H)
else
dna_to_add = temp_mob.get_blood_dna_list()
@@ -78,6 +76,7 @@
gib.add_blood_DNA(dna_to_add)
// color them properly, please.
gib.body_colors = body_coloring
gib.update_icon()
var/list/directions = gibdirections[i]

View File

@@ -31,7 +31,7 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = D.blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = D.blood_mix_color)
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()

View File

@@ -19,7 +19,7 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = D.blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = D.blood_mix_color)
/obj/item/clothing/mask/equipped(mob/user, slot)
..()

View File

@@ -52,10 +52,11 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
GET_COMPONENT(D, /datum/component/forensics)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color(blood_mix_types))
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = D.blood_mix_color)
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color(blood_mix_types))
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = D.blood_mix_color)
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()

View File

@@ -63,9 +63,9 @@
IF_HAS_BLOOD_DNA(src)
GET_COMPONENT(D, /datum/component/forensics)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = D.blood_mix_color)
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = D.blood_mix_color)
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform

View File

@@ -24,7 +24,7 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
GET_COMPONENT(D, /datum/component/forensics)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = D.blood_DNA_to_color())
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = D.blood_mix_color)
if(accessory_overlay)
. += accessory_overlay

View File

@@ -46,7 +46,7 @@
var/bloodiness = 0
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/last_blood_DNA = ""//same as last one
var/blood_color //For blood smearing stuff
var/name_override //For temporary visible name changes

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@@ -185,7 +185,7 @@ There are several things that need to be remembered:
inv.update_icon()
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_color)
if(get_num_arms() < 2)
if(has_left_hand())
bloody_overlay.icon_state = "bloodyhands_left"

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@@ -102,12 +102,7 @@
B = new(T)
if(!B.reagents)
B.reagents.add_reagent("blood", reac_volume)
for(var/datum/reagent/R in B.reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
B.blood_list_checks(src, R.data["blood_type"])
B.color = B.blood_DNA_to_color(blood_mix_types)
B.update_icon()
/datum/reagent/blood/synthetics
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)

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