pretty sure I'm onto it
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@@ -5,8 +5,9 @@
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icon_state = "floor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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blood_state = BLOOD_STATE_HUMAN
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color = BLOOD_COLOR_HUMAN
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var/basecolor = BLOOD_COLOR_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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var/drytime
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(return_blood_DNA())
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@@ -15,6 +16,10 @@
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C.bloodiness += bloodiness
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return ..()
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/obj/effect/decal/cleanable/blood/update_icon()
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if(basecolor == "rainbow") basecolor = "#[get_random_colour(1)]"
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color = basecolor
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/obj/effect/decal/cleanable/blood/old
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name = "dried blood"
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desc = "Looks like it's been here a while. Eew."
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@@ -33,12 +38,13 @@
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desc = "They look like tracks left by wheels."
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random_icon_states = null
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
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name = "blood"
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icon_state = "ltrails_1"
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icon_state = "trails_1"
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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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var/basecolor = BLOOD_COLOR_HUMAN //We'll still need to make sure we're colored at least.
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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@@ -68,13 +74,13 @@
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fleshcolor = ethnicity
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giblets.color = fleshcolor
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for(var/datum/reagent/blood/B in reagents)
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var/image/blood/goop = image(icon,"[icon_state]",dir)
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goop.Blend(B.color,ICON_MULTIPLY)
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var/icon/blood = new(base_icon,"[icon_state]",dir)
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if(basecolor == "rainbow") basecolor = "#[random_short_color()]"
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blood.Blend(basecolor,ICON_MULTIPLY)
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icon = goop
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icon = blood
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overlays.Cut()
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add_overlay(giblets)
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overlays += giblets
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/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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@@ -154,6 +160,7 @@
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.bloody_shoes[blood_state])
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S.blood_color = basecolor
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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