[READY]Component Forensics and Item Blood OverlayS!
This commit is contained in:
committed by
CitadelStationBot
parent
a034383e15
commit
269208f687
@@ -79,14 +79,11 @@
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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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if(blood_DNA && blood_DNA.len)
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S.add_blood(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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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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@@ -6,10 +6,13 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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blood_DNA = list("UNKNOWN DNA" = "X*")
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bloodiness = MAX_SHOE_BLOODINESS
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/xenoblood/Initialize()
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. = ..()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/obj/effect/decal/cleanable/xenoblood/xsplatter
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random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
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@@ -62,4 +65,7 @@
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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. = ..()
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add_blood_DNA(list("Unknown DNA" = "X*"))
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@@ -4,13 +4,11 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_DNA = list()
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blood_state = BLOOD_STATE_HUMAN
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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add_blood_DNA(C.return_blood_DNA())
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..()
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/obj/effect/decal/cleanable/blood/old
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@@ -21,7 +19,7 @@
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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" //This IS necessary because the parent /blood type uses icon randomization.
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blood_DNA["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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@@ -37,11 +35,9 @@
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return 1
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return TRUE
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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@@ -100,8 +96,7 @@
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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blood_DNA["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/drip
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name = "drips of blood"
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@@ -111,9 +106,8 @@
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bloodiness = 0
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var/drips = 1
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/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
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return 1
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return TRUE
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//BLOODY FOOTPRINTS
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@@ -151,7 +145,7 @@
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/update_icon()
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cut_overlays()
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@@ -30,9 +30,9 @@
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digester.stomach_contents += gib
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if(MobDNA)
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gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
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else if(istype(src, /obj/effect/gibspawner/generic)) // Probably a monkey
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gib.blood_DNA["Non-human DNA"] = "A+"
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gib.add_blood_DNA(list("Non-human DNA" = "A+"))
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var/list/directions = gibdirections[i]
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if(isturf(loc))
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if(directions.len)
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@@ -553,20 +553,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.become_blind(EYE_DAMAGE)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(initial(icon) && initial(icon_state))
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var/index = blood_splatter_index()
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var/icon/blood_splatter_icon = GLOB.blood_splatter_icons[index]
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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/obj/item/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FOUR)
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@@ -86,7 +86,7 @@
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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target.clean_blood()
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target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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target.wash_cream()
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return
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@@ -139,8 +139,8 @@
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else
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icon_state = initial(icon_state)
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/obj/item/device/radio/intercom/add_blood(list/blood_dna)
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return 0
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/obj/item/device/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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/obj/item/wallframe/intercom
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@@ -20,8 +20,8 @@
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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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return 0
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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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return active * sharpness
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@@ -284,8 +284,8 @@
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T.ChangeTurf(T.baseturf)
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T.CalculateAdjacentTurfs()
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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return 0
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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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name = "curator's whip"
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@@ -23,7 +23,6 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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A.clean_blood()
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A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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for(var/obj/effect/O in A)
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if(is_cleanable(O))
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@@ -336,10 +336,10 @@
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else
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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blood_DNA = from.blood_DNA
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fingerprints = from.fingerprints
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fingerprintshidden = from.fingerprintshidden
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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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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//TODO bloody overlay
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@@ -213,5 +213,5 @@ 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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@@ -293,7 +293,7 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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clean_blood()//blood overlays get weird otherwise, because the sprite changes.
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(user.has_dna())
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@@ -296,8 +296,7 @@
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/obj/machinery/shower/proc/wash_obj(obj/O)
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O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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. = O.clean_blood()
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. = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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if(isitem(O))
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var/obj/item/I = O
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@@ -310,7 +309,6 @@
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var/turf/tile = loc
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tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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tile.clean_blood()
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for(var/obj/effect/E in tile)
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if(is_cleanable(E))
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qdel(E)
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@@ -361,7 +359,7 @@
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else if(H.w_uniform && wash_obj(H.w_uniform))
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H.update_inv_w_uniform()
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if(washgloves)
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H.clean_blood()
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H.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(H.shoes && washshoes && wash_obj(H.shoes))
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H.update_inv_shoes()
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if(H.wear_mask && washmask && wash_obj(H.wear_mask))
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@@ -378,9 +376,9 @@
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else
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if(M.wear_mask && wash_obj(M.wear_mask))
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M.update_inv_wear_mask(0)
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M.clean_blood()
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M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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else
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L.clean_blood()
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L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
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var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
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@@ -473,8 +471,7 @@
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H.regenerate_icons()
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user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
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else
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user.clean_blood()
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user.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
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if(busy)
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@@ -530,7 +527,7 @@
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busy = FALSE
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return 1
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busy = FALSE
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O.clean_blood()
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O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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O.acid_level = 0
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create_reagents(5)
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reagents.add_reagent(dispensedreagent, 5)
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