progress, just need to fiddle with footprints again
This commit is contained in:
@@ -30,7 +30,8 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = D.blood_DNA_to_color())
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/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -47,7 +47,8 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = D.blood_DNA_to_color())
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/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
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..()
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@@ -18,7 +18,8 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = D.blood_DNA_to_color())
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/obj/item/clothing/mask/equipped(mob/user, slot)
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..()
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@@ -44,12 +44,6 @@
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playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
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return(BRUTELOSS)
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/obj/item/clothing/shoes/transfer_mob_blood_dna(list/blood_dna)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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@@ -63,9 +57,9 @@
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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if(adjusted == NORMAL_STYLE)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = bloodtype_to_color(last_bloodtype))
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else
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = bloodtype_to_color(last_bloodtype))
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -61,10 +61,11 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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IF_HAS_BLOOD_DNA(src)
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GET_COMPONENT(D, /datum/component/forensics)
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if(taurmode >= SNEK_TAURIC)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = D.blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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@@ -23,7 +23,8 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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IF_HAS_BLOOD_DNA(src)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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GET_COMPONENT(D, /datum/component/forensics)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = D.blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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@@ -138,7 +138,7 @@
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if(iscarbon(AM))
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var/mob/living/carbon/C = AM
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for(var/bluhduh in GLOB.blood_types[blood_id])
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for(var/datum/reagent/blood/bluhduh in GLOB.blood_types[blood_id])
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if(blood_id == C.get_blood_id())//both mobs have the same blood substance
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if(bluhduh) //actual blood reagent
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if(blood_data["viruses"])
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@@ -171,7 +171,7 @@
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return
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/mob/living/carbon/get_blood_data(blood_id)
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for(var/bluhduh in GLOB.blood_types[blood_id])
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for(var/datum/reagent/blood/bluhduh in GLOB.blood_types[blood_id])
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if(bluhduh) //actual blood reagent
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var/blood_data = list()
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//set the blood data
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@@ -183,6 +183,7 @@
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blood_data["viruses"] += D.Copy()
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blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
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blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
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if(disease_resistances && disease_resistances.len)
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blood_data["resistances"] = disease_resistances.Copy()
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var/list/temp_chem = list()
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@@ -201,7 +202,6 @@
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if(!suiciding)
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blood_data["cloneable"] = 1
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blood_data["blood_type"] = copytext(dna.blood_type,1,0)
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blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
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blood_data["gender"] = gender
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blood_data["real_name"] = real_name
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blood_data["features"] = dna.features
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@@ -234,7 +234,8 @@
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return dna.species.exotic_blood
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else if((NOBLOOD in dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
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return null
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return "blood"
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else
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return "blood"
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// This is has more potential uses, and is probably faster than the old proc.
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/proc/get_safe_blood(bloodtype)
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@@ -45,6 +45,8 @@
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this smelly person. for smears on the floor
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var/last_blood_DNA = ""//same as last one
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var/name_override //For temporary visible name changes
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@@ -66,10 +66,7 @@
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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.color = blood_DNA_to_color() //Color the blood with our dna stuff
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if(S.last_blood_DNA && S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.color = bloodtype_to_color(S.last_bloodtype)
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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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@@ -112,8 +109,7 @@
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.transfer_blood_dna(blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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FP.color = bloodtype_to_color(last_bloodtype)
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FP.update_icon()
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else //we're on the floor, smear some stuff around
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@@ -133,8 +129,7 @@
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FP.blood_state = blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = blood_smear - BLOOD_LOSS_IN_SPREAD
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FP.transfer_blood_dna(blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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FP.color = bloodtype_to_color(last_bloodtype)
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FP.update_icon()
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@@ -26,26 +26,34 @@
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
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if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
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C.reagents.add_reagent("toxin", reac_volume * 0.5)
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if(data && (data["blood_type"] == "GEL") && (C.dna.species.exotic_blood != "jellyblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1.5) //filthy xenos bloooood
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if(data && (data["blood_type"] == "HF") && (C.dna.species.exotic_blood != "oilblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1) //don't fucking put oil in people
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if(data && (data["blood_type"] == "X*") && (C.dna.species.exotic_blood != "xenoblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1.5) //acid blooood
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else
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C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM)
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for(var/bluhduh in GLOB.blood_types)
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if(C.get_blood_id() == bluhduh)
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if(method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits)))
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if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
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C.reagents.add_reagent("toxin", reac_volume * 0.5)
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if(data && (data["blood_type"] == "GEL") && (C.dna.species.exotic_blood != "jellyblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1.5) //filthy xenos bloooood
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if(data && (data["blood_type"] == "HF") && (C.dna.species.exotic_blood != "oilblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1) //don't fucking put oil in people
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if(data && (data["blood_type"] == "X*") && (C.dna.species.exotic_blood != "xenoblood"))
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C.reagents.add_reagent("toxin", reac_volume * 1.5) //acid blooood
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else
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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_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_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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if(iscarbon(src))
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var/mob/living/carbon/C = src
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var/blood_id = C.get_blood_id()
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data = C.get_blood_data(blood_id)
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if(istype(data))
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SetViruses(src, data)
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color = bloodtype_to_color(data["blood_type"])
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@@ -92,10 +100,12 @@
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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if(!B)
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B = new(T)
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if(data["blood_DNA"])
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if(data)
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B.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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B.color = data["bloodcolor"]
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/datum/reagent/blood/human
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/datum/reagent/blood/synthetics
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data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
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name = "Synthetic Blood"
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