just need the stupid component to work properly now
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@@ -52,11 +52,10 @@
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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if(bloody)
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GET_COMPONENT(D, /datum/component/forensics)
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if(adjusted == NORMAL_STYLE)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = D.blood_mix_color)
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. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_color)
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else
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = D.blood_mix_color)
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. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_color)
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/obj/item/clothing/shoes/equipped(mob/user, slot)
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. = ..()
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@@ -97,6 +96,7 @@
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return
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blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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blood_color = null
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_shoes()
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@@ -234,7 +234,7 @@
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(H.dna.species.exotic_blood)
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return "[H.dna.species.exotic_blood]"
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return H.dna.species.exotic_blood
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if(dna.species.exotic_blood)
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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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@@ -64,6 +64,7 @@
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = S.blood_state
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FP.blood_color = S.blood_color
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FP.entered_dirs |= dir
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FP.bloodiness = S.blood_smear[S.blood_state]
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FP.update_icon()
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@@ -79,7 +80,8 @@
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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if(bloodiness)
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var/mob/living/carbon/human/H = src
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if(H.bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
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return
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@@ -106,6 +108,7 @@
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.add_blood_DNA(return_blood_DNA())
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FP.blood_color = H.blood_color
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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@@ -124,6 +127,7 @@
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if(!has_gravity(loc))
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return
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var/turf/T = get_turf(src)
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var/mob/living/carbon/human/H = src
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
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@@ -133,6 +137,7 @@
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FP.icon_state = FOOTPRINT_DRAG
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FP.print_state = FOOTPRINT_DRAG
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FP.add_blood_DNA(return_blood_DNA())
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FP.blood_color = H.blood_color
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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