what to do when footprints are being a bitch.
why, we get rid of them :honk:
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@@ -56,17 +56,18 @@
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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for(var/obj/effect/decal/cleanable/blood/footprints/oldFP in T)
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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if (oldFP.blood_state == S.blood_state)
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return
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//No oldFP or they're all a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks(T)
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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] - BLOOD_LOSS_IN_SPREAD
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FP.add_blood_DNA(S.return_blood_DNA())
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FP.transfer_blood_dna(S.blood_DNA)
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FP.color = blood_DNA_to_color() //Color the blood with our dna stuff
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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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