progress, just need to fiddle with footprints again
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@@ -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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