Forensics re-destroyed, but better this time.
All lists are LAZYINITLIST, cleaning code is preserved, examine is preserved. We should be back in buisness, but this is just a 'holy fuck finally' commit
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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.add_blood_DNA(return_blood_DNA())
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splat.transfer_blood_dna(blood_DNA)
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -21,9 +21,6 @@
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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Blood_DNA = D.blood_DNA
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
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@@ -60,7 +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.add_blood_DNA(return_blood_DNA())
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splat.transfer_blood_dna(blood_DNA)
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -7,12 +7,10 @@
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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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var/list/Blood_DNA = list()
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(return_blood_DNA())
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if(C.Blood_DNA.len)
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Blood_DNA |= C.Blood_DNA.Copy()
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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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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@@ -28,9 +26,6 @@
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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Blood_DNA = D.blood_DNA
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color = blood_DNA_to_color()
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/obj/effect/decal/cleanable/blood/old
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