Impliments Ghom review, reverts blood list back to component
This commit is contained in:
@@ -1,8 +1,7 @@
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = ABOVE_NORMAL_TURF_LAYER
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var/list/random_icon_states = list()
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var/list/random_icon_states = null
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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@@ -26,9 +25,9 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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qdel(C)
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return TRUE
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/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
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@@ -70,9 +69,10 @@
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/Crossed(atom/movable/O)
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && (!HAS_TRAIT(H,TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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if(H.shoes && blood_state && bloodiness && !HAS_TRAIT(H, TRAIT_LIGHT_STEP))
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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@@ -81,8 +81,7 @@
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.add_blood(return_blood_DNA())
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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@@ -3,17 +3,17 @@
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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color = BLOOD_COLOR_XENO
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno
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color = BLOOD_COLOR_XENO
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gibs_reagent_id = "liquidxenogibs"
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gibs_bloodtype = "X*"
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/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidxenogibs", 5)
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
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@@ -35,7 +35,7 @@
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if(infective)
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA)
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splat.add_blood(return_blood_DNA())
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -6,11 +6,17 @@
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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var/body_colors = "#e3ba84" //a default color just in case.
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var/gibs_reagent_id = "liquidgibs"
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var/gibs_bloodtype = "A+"
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
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icon_state = pick(random_icon_states)
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if(gibs_reagent_id)
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reagents.add_reagent(gibs_reagent_id, 5)
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if(gibs_bloodtype)
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add_blood(list("Non-human DNA" = gibs_bloodtype))
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update_icon()
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@@ -51,7 +57,7 @@
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if(infective)
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA)
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splat.add_blood(return_blood_DNA())
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -81,9 +87,8 @@
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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setDir(pick(1,2,4,8))
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setDir(pick(GLOB.cardinals))
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icon_state += "-old"
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/drip
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@@ -101,9 +106,6 @@
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/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "A+"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/up
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@@ -128,12 +130,11 @@
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//Lizards
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/obj/effect/decal/cleanable/blood/gibs/human/lizard
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body_colors = "117720"
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gibs_reagent_id = "liquidgibs"
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gibs_bloodtype = "L"
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "L"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/human/lizard/up
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@@ -157,12 +158,11 @@
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// Slime Gibs
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/obj/effect/decal/cleanable/blood/gibs/slime
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desc = "They look gooey and gruesome."
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gibs_reagent_id = "liquidslimegibs"
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gibs_bloodtype = "GEL"
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/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidslimegibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "GEL"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/slime/update_icon()
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@@ -197,21 +197,22 @@
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/obj/effect/decal/cleanable/blood/gibs/synth
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desc = "They look sludgy and disgusting."
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gibs_reagent_id = "liquidsyntheticgibs"
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gibs_bloodtype = "SY"
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/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidsyntheticgibs", 5)
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update_icon()
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//IPCs
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/obj/effect/decal/cleanable/blood/gibs/ipc
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desc = "They look sharp yet oozing."
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body_colors = "00ff00"
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gibs_reagent_id = "liquidoilgibs"
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gibs_bloodtype = "HF"
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/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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reagents.add_reagent("liquidoilgibs", 5)
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if(!blood_DNA.len)
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add_blood(list("Non-human DNA" = "HF"))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon()
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@@ -4,16 +4,17 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_DNA = list()
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blood_state = BLOOD_STATE_BLOOD
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bloodiness = MAX_SHOE_BLOODINESS
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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C.add_blood(return_blood_DNA())
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if (bloodiness)
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if (C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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update_icon()
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..()
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return ..()
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/obj/effect/decal/cleanable/blood/transfer_blood_dna()
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..()
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@@ -50,7 +51,6 @@
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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color = blood_DNA_to_color()
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