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
This commit is contained in:
@@ -1,158 +1,107 @@
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//CONTAINS: Suit fibers and Detective's Scanning Computer
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/atom/proc/return_fingerprints()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.fingerprints
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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if(M.gloves && istype(M.gloves, /obj/item/clothing/))
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var/obj/item/clothing/gloves/G = M.gloves
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood_DNA(G.blood_DNA)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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if(add_blood_DNA(M.blood_DNA))
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M.bloody_hands--
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if(!suit_fibers)
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suit_fibers = list()
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var/fibertext
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var/item_multiplier = isitem(src)?1.2:1
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if(M.wear_suit)
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fibertext = "Material from \a [M.wear_suit]."
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if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & CHEST))
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if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
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suit_fibers += fibertext
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if(!(M.wear_suit.body_parts_covered & HANDS))
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += fibertext
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else if(M.w_uniform)
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fibertext = "Fibers from \a [M.w_uniform]."
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if(prob(15*item_multiplier) && !(fibertext in suit_fibers))
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// "Added fibertext: [fibertext]"
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suit_fibers += fibertext
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if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += "Material from a pair of [M.gloves.name]."
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else if(M.gloves)
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fibertext = "Material from a pair of [M.gloves.name]."
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if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
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suit_fibers += "Material from a pair of [M.gloves.name]."
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/atom/proc/return_hiddenprints()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.hiddenprints
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/atom/proc/return_blood_DNA()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.blood_DNA
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/atom/proc/add_hiddenprint(mob/living/M)
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if(!M || !M.key)
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return
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/atom/proc/blood_DNA_length()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = length(D.blood_DNA)
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if(!fingerprintshidden) //Add the list if it does not exist
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fingerprintshidden = list()
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/atom/proc/return_fibers()
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GET_COMPONENT(D, /datum/component/forensics)
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if(D)
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. = D.fibers
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var/hasgloves = ""
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.gloves)
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hasgloves = "(gloves)"
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var/current_time = TIME_STAMP("hh:mm:ss", FALSE)
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if(!fingerprintshidden[M.key])
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fingerprintshidden[M.key] = "First: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
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else
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var/laststamppos = findtext(fingerprintshidden[M.key], " Last: ")
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if(laststamppos)
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fingerprintshidden[M.key] = copytext(fingerprintshidden[M.key], 1, laststamppos)
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fingerprintshidden[M.key] += " Last: [M.real_name]\[[current_time]\][hasgloves]. Ckey: [M.ckey]"
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fingerprintslast = M.ckey
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/atom/proc/add_fingerprint_list(list/fingerprints) //ASSOC LIST FINGERPRINT = FINGERPRINT
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if(length(fingerprints))
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. = AddComponent(/datum/component/forensics, fingerprints)
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//Set ignoregloves to add prints irrespective of the mob having gloves on.
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/atom/proc/add_fingerprint(mob/living/M, ignoregloves = FALSE)
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_fingerprint(M, ignoregloves)
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if(!M || !M.key)
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return
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/atom/proc/add_fiber_list(list/fibertext) //ASSOC LIST FIBERTEXT = FIBERTEXT
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if(length(fibertext))
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. = AddComponent(/datum/component/forensics, null, null, null, fibertext)
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add_hiddenprint(M)
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/atom/proc/add_fibers(mob/living/carbon/human/M)
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var/old = 0
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if(M.gloves && istype(M.gloves, /obj/item/clothing))
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var/obj/item/clothing/gloves/G = M.gloves
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old = length(G.return_blood_DNA())
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if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
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if(add_blood_DNA(G.return_blood_DNA()) && length(G.return_blood_DNA()) > old) //only reduces the bloodiness of our gloves if the item wasn't already bloody
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G.transfer_blood--
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else if(M.bloody_hands > 1)
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old = length(M.return_blood_DNA())
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if(add_blood_DNA(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
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M.bloody_hands--
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_fibers(M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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/atom/proc/add_hiddenprint_list(list/hiddenprints) //NOTE: THIS IS FOR ADMINISTRATION FINGERPRINTS, YOU MUST CUSTOM SET THIS TO INCLUDE CKEY/REAL NAMES! CHECK FORENSICS.DM
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if(length(hiddenprints))
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. = AddComponent(/datum/component/forensics, null, hiddenprints)
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add_fibers(H)
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/atom/proc/add_hiddenprint(mob/living/M)
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var/datum/component/forensics/D = AddComponent(/datum/component/forensics)
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. = D.add_hiddenprint(M)
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if(H.gloves) //Check if the gloves (if any) hide fingerprints
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.transfer_prints)
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ignoregloves = TRUE
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/atom/proc/add_blood_DNA(list/dna) //ASSOC LIST DNA = BLOODTYPE
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return FALSE
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if(!ignoregloves)
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H.gloves.add_fingerprint(H, TRUE) //ignoregloves = TRUE to avoid infinite loop.
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return
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/obj/add_blood_DNA(list/dna)
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. = ..()
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if(length(dna))
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. = AddComponent(/datum/component/forensics, null, null, dna)
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/obj/item/clothing/gloves/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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. = ..()
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transfer_blood = rand(2, 4)
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/turf/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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var/obj/effect/decal/cleanable/blood/splatter/B = locate() in src
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
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B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
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B.update_icon()
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return TRUE //we bloodied the floor
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/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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if(wear_suit)
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wear_suit.add_blood_DNA(blood_dna)
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update_inv_wear_suit()
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else if(w_uniform)
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w_uniform.add_blood_DNA(blood_dna)
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update_inv_w_uniform()
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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G.add_blood_DNA(blood_dna)
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else if(length(blood_dna))
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AddComponent(/datum/component/forensics, null, null, blood_dna)
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bloody_hands = rand(2, 4)
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if(head)
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head.add_blood_DNA(blood_dna)
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update_inv_head()
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else if(wear_mask)
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wear_mask.add_blood_DNA(blood_dna)
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update_inv_wear_mask()
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if(wear_neck)
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wear_neck.add_blood_DNA(blood_dna)
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update_inv_neck()
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update_inv_gloves() //handles bloody hands overlays and updating
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return TRUE
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LAZYINITLIST(fingerprints) //Add the list if it does not exist
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var/full_print = md5(H.dna.uni_identity)
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fingerprints[full_print] = full_print
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/atom/proc/transfer_fingerprints_to(atom/A)
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A.add_fingerprint_list(return_fingerprints())
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A.add_hiddenprint_list(return_hiddenprints())
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A.fingerprintslast = fingerprintslast
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// Make sure everything are lists.
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LAZYINITLIST(A.fingerprints)
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LAZYINITLIST(A.fingerprintshidden)
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LAZYINITLIST(fingerprints)
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LAZYINITLIST(fingerprintshidden)
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//to add blood dna info to the object's blood_DNA list
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/atom/proc/transfer_blood_dna(list/blood_dna)
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var/list/blood_DNA
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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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if(!blood_DNA)
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blood_DNA = list()
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var/old_length = blood_DNA.len
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blood_DNA |= blood_dna
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if(blood_DNA.len > old_length)
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return TRUE//some new blood DNA was added
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/atom/proc/blood_DNA_to_color()
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return
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/obj/effect/decal/cleanable/blood/blood_DNA_to_color()
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var/list/colors = list()//first we make a list of all bloodtypes present
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for(var/bloop in Blood_DNA)
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if(colors[Blood_DNA[bloop]])
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colors[Blood_DNA[bloop]]++
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else
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colors[Blood_DNA[bloop]] = 1
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var/final_rgb = BLOOD_COLOR_HUMAN
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if(colors.len)
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var/sum = 0 //this is all shitcode, but it works; trust me
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final_rgb = bloodtype_to_color(colors[1])
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sum = colors[colors[1]]
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if(colors.len > 1)
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var/i = 2
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while(i <= colors.len)
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var/tmp = colors[colors[i]]
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final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
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sum += tmp
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i++
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return final_rgb
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/obj/item/clothing/blood_DNA_to_color()
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var/final_rgb = BLOOD_COLOR_HUMAN
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if(last_bloodtype)
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final_rgb = bloodtype_to_color(last_bloodtype)
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return final_rgb
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// Transfer
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if(fingerprints)
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A.fingerprints |= fingerprints.Copy() //detective
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if(fingerprintshidden)
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A.fingerprintshidden |= fingerprintshidden.Copy() //admin
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A.fingerprintslast = fingerprintslast
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