reverts the add_blood back to add_blood_DNA
This commit is contained in:
+2
-2
@@ -351,7 +351,7 @@
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if(!new_blood_dna)
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return FALSE
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var/old_length = blood_DNA_length()
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add_blood(new_blood_dna)
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add_blood_DNA(new_blood_dna)
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if(blood_DNA_length() == old_length)
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return FALSE
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return TRUE
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@@ -361,7 +361,7 @@
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var/list/blood_dna = M.get_blood_dna_list()
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if(!blood_dna)
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return FALSE
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return add_blood(blood_dna)
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return add_blood_DNA(blood_dna)
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/atom/proc/wash_cream()
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return TRUE
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@@ -326,7 +326,7 @@
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else //for simple_animals & borgs
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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var/turf/location = get_turf(src)
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//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
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//add_blood_DNA doesn't work for borgs/xenos, but add_blood_floor does.
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(DOOR_CRUSH_DAMAGE)
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@@ -95,6 +95,12 @@
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var/obj/item/toy/crayon/CR = WM.color_source
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add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
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/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
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if(WM.color_source)
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if(istype(WM.color_source, /obj/item/toy/crayon))
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var/obj/item/toy/crayon/CR = WM.color_source
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add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
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/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
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gib()
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@@ -271,4 +277,4 @@
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..()
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density = TRUE //because machinery/open_machine() sets it to 0
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color_source = null
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has_corgi = 0
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has_corgi = 0
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@@ -81,7 +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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S.add_blood(return_blood_DNA())
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S.add_blood_DNA(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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@@ -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(return_blood_DNA())
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splat.add_blood_DNA(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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@@ -68,5 +68,5 @@
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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add_blood(list("UNKNOWN DNA" = "X*"))
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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. = ..()
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@@ -16,7 +16,7 @@
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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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add_blood_DNA(list("Non-human DNA" = gibs_bloodtype))
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update_icon()
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@@ -57,7 +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(return_blood_DNA())
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splat.add_blood_DNA(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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@@ -9,7 +9,7 @@
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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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C.add_blood(return_blood_DNA())
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C.add_blood_DNA(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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@@ -35,7 +35,7 @@
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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..()
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icon_state += "-old"
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add_blood(list("Non-human DNA" = "A+"))
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add_blood_DNA(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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@@ -74,7 +74,7 @@
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digester.stomach_contents += gib
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if(dna_to_add && dna_to_add.len)
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gib.add_blood(dna_to_add)
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gib.add_blood_DNA(dna_to_add)
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gib.body_colors = body_coloring
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gib.update_icon()
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@@ -24,8 +24,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
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max_integrity = 200
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obj_flags = NONE
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@@ -136,7 +136,7 @@
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else
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icon_state = initial(icon_state)
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/obj/item/radio/intercom/add_blood(list/blood_dna)
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/obj/item/radio/intercom/add_blood_DNA(list/blood_dna)
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return FALSE
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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@@ -25,7 +25,7 @@
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
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/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
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return FALSE
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/obj/item/melee/transforming/energy/is_sharp()
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@@ -369,7 +369,7 @@
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else
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shard.consume_turf(target)
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
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return FALSE
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/obj/item/melee/curator_whip
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@@ -389,7 +389,7 @@
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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add_blood(from.return_blood_DNA())
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add_blood_DNA(from.return_blood_DNA())
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add_fingerprint_list(from.return_fingerprints())
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add_hiddenprint_list(from.return_hiddenprints())
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fingerprintslast = from.fingerprintslast
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@@ -242,5 +242,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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return FALSE
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@@ -44,11 +44,11 @@
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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(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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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(M.return_blood_DNA()) && length(M.return_blood_DNA()) > old)
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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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@@ -61,46 +61,46 @@
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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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/atom/proc/add_blood(list/dna) //ASSOC LIST DNA = BLOODTYPE
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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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/obj/add_blood(list/dna)
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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(list/blood_dna, list/datum/disease/diseases)
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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(list/blood_dna, list/datum/disease/diseases)
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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(blood_dna) //give blood info to the blood decal.
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B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
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return TRUE //we bloodied the floor
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/mob/living/carbon/human/add_blood(list/blood_dna, list/datum/disease/diseases)
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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(blood_dna)
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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(blood_dna)
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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(blood_dna)
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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(blood_dna)
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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(blood_dna)
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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(blood_dna)
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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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@@ -301,9 +301,9 @@
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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if(isalien(src))
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B.add_blood(list("UNKNOWN DNA" = "X*"))
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B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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else
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B.add_blood(temp_blood_DNA)
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B.add_blood_DNA(temp_blood_DNA)
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -64,7 +64,7 @@
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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.add_blood(S.return_blood_DNA())
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FP.add_blood_DNA(S.return_blood_DNA())
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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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@@ -474,7 +474,7 @@
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if(isturf(next))
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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B.add_blood(return_blood_DNA())
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B.add_blood_DNA(return_blood_DNA())
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var/newdir = get_dir(next, loc)
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if(newdir == dir)
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B.setDir(newdir)
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@@ -655,7 +655,7 @@
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T.add_mob_blood(H)
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var/list/blood_dna = H.get_blood_dna_list()
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add_blood(blood_dna)
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add_blood_DNA(blood_dna)
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bloodiness += 4
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// player on mulebot attempted to move
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@@ -170,7 +170,7 @@
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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user_dna = C.dna
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B.add_blood(user_dna)
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B.add_blood_DNA(user_dna)
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var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, /proc/spawn_atom_to_turf, /obj/effect/gibspawner/generic, B, 1, FALSE, list(user_dna))
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B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
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return(BRUTELOSS)
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@@ -42,12 +42,12 @@
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C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
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if(reac_volume >= 10 && istype(L))
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L.add_blood(list(data["blood_DNA"] = data["blood_type"]))
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L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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L.color = bloodtype_to_color(data["blood_type"])
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/datum/reagent/blood/reaction_obj(obj/O, volume)
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if(volume >= 3 && istype(O))
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O.add_blood(list(data["blood_DNA"] = data["blood_type"]))
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O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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O.color = bloodtype_to_color(data["blood_type"])
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/datum/reagent/blood/on_new(list/data)
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Block a user