Update human_movement.dm
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@@ -66,11 +66,13 @@
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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FP.bloodmeme = S.bloodmeme
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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S.step_action()
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else
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if(!buckled)
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if(!lying)
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@@ -78,12 +80,11 @@
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if (oldFP.blood_state == blood_state)
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if (oldFP.color == color)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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else
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks(T)
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if(DIGITIGRADE in dna.species.species_traits)
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if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
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@@ -105,30 +106,49 @@
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else
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.add_blood_DNA(return_blood_DNA())
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FP.bloodmeme = bloodmeme
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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B.setDir(newdir)
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.setDir(newdir)
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bloodiness--
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else //we're on the floor, smear some stuff around
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if(loc == NewLoc)
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if (oldFP.blood_state == blood_state)
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if (oldFP.color == color)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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else
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
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FP.icon_state = FOOTPRINT_DRAG
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FP.print_state = FOOTPRINT_DRAG
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.add_blood_DNA(return_blood_DNA())
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FP.bloodtrack = bloodtrack
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FP.bloodmeme = bloodmeme
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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B.setDir(newdir)
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.setDir(newdir)
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bloodiness--
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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if(dna.species.space_move(src))
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