reverts the add_blood back to add_blood_DNA
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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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