what to do when footprints are being a bitch.
why, we get rid of them :honk:
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@@ -98,7 +98,7 @@
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sleep(2)
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if(i > 0)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new(loc)
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splat.transfer_mob_blood_dna(blood_DNA)
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splat.transfer_blood_dna(blood_DNA)
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if(!step_to(src, get_step(src, direction), 0))
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break
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@@ -158,16 +158,16 @@
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random_icon_states = null
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var/entered_dirs = 0
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var/exited_dirs = 0
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var/foot_state
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blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
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var/list/shoe_types = list()
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/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
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..()
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if(ishuman(O))
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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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if(color != bloodtype_to_color(S.last_bloodtype))
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return
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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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@@ -175,20 +175,19 @@
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
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..()
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if(ishuman(O))
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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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if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
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return
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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 (!(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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..()
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cut_overlays()
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for(var/Ddir in GLOB.cardinals)
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@@ -203,8 +202,7 @@
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GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
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add_overlay(bloodstep_overlay)
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
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alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
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/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
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. = ..()
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