reverts the add_blood back to add_blood_DNA
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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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