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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