Refactors virus spreading
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@@ -6,7 +6,7 @@
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = 1 //when two of these are on a same tile or do we need to merge them into just one?
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/obj/effect/decal/cleanable/Initialize(mapload)
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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if (random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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create_reagents(300)
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@@ -14,10 +14,15 @@
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for(var/obj/effect/decal/cleanable/C in src.loc)
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if(C != src && C.type == src.type)
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replace_decal(C)
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if(LAZYLEN(diseases))
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var/list/datum/disease/diseases_to_add = list()
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for(var/datum/disease/D in diseases)
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if(D.spread_flags & VIRUS_SPREAD_CONTACT_FLUIDS)
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diseases_to_add += D
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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. = ..()
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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if(mergeable_decal)
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qdel(C)
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@@ -65,6 +70,7 @@
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/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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if(H.shoes && blood_state && bloodiness)
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