makes slimes specifically have overlay-blended blood!
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@@ -3,6 +3,7 @@
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desc = "They look bloody and gruesome."
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icon_state = "gibbl5"
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layer = LOW_OBJ_LAYER
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blend_mode = BLEND_DEFAULT
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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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bloodiness = 0 //This isn't supposed to be bloody.
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@@ -34,16 +34,20 @@
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. = ..()
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if(!fixed_color)
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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blend_mode = blood_DNA_to_blend()
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/obj/effect/decal/cleanable/blood/PersistenceSave(list/data)
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. = ..()
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data["color"] = color
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data["blendmode"] = blend_mode
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/obj/effect/decal/cleanable/blood/PersistenceLoad(list/data)
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. = ..()
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if(data["color"])
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fixed_color = TRUE
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add_atom_colour(data["color"], FIXED_COLOUR_PRIORITY)
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if(data["blendmode"])
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blend_mode = data["blendmode"]
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name = "dried blood"
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desc = "Looks like it's been here a while. Eew"
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bloodiness = 0
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@@ -96,6 +100,7 @@
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. = ..()
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data["dir"] = dir
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data["color"] = color
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data["blendmode"] = blend_mode
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/obj/effect/decal/cleanable/trail_holder/PersistenceLoad(list/data)
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. = ..()
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@@ -104,11 +109,14 @@
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if(data["color"])
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fixed_color = TRUE
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add_atom_colour(data["color"], FIXED_COLOUR_PRIORITY)
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if(data["blendmode"])
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blend_mode = data["blendmode"]
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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. = ..()
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if(!fixed_color)
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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blend_mode = blood_DNA_to_blend()
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/obj/effect/cleanable/trail_holder/Initialize(mapload)
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. = ..()
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