reverts forensics components. If I can't figure it out, MURDER IT
This commit is contained in:
@@ -82,7 +82,8 @@
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add_blood = bloodiness
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bloodiness -= add_blood
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S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood)
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S.add_blood_DNA(return_blood_DNA())
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.blood_state = blood_state
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S.blood_color = blood_color
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update_icon()
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@@ -97,7 +98,8 @@
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bloodiness -= add_blood
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H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
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H.bloodiness = add_blood
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H.add_blood_DNA(return_blood_DNA())
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if(blood_DNA && blood_DNA.len)
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H.add_blood(blood_DNA)
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H.blood_state = blood_state
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H.blood_color = blood_color
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update_icon()
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@@ -4,10 +4,7 @@
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/blood/xeno/Initialize()
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. = ..()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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blood_DNA = list("UNKNOWN DNA" = "X*")
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/obj/effect/decal/cleanable/blood/splatter/xeno
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color = BLOOD_COLOR_XENO
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@@ -64,6 +61,10 @@
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/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
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random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
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/obj/effect/decal/cleanable/blood/xeno/tracks/Initialize()
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. = ..()
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add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "tracks"
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/xtracks/Initialize()
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add_blood(list("UNKNOWN DNA" = "X*"))
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. = ..()
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@@ -48,6 +48,7 @@
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diseases = infective.diseases
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var/obj/effect/decal/cleanable/blood/gibs/gibbers = src
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA)
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splat.color = gibbers.blood_color
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splat.blood_color = gibbers.blood_color
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@@ -87,7 +88,7 @@
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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add_blood(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/drip
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name = "drips of blood"
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@@ -4,40 +4,28 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_DNA = list()
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blood_state = BLOOD_STATE_BLOOD
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(bloodiness)
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if(C.bloodiness < MAX_SHOE_BLOODINESS)
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C.bloodiness += bloodiness
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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update_icon()
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return ..()
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..()
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/obj/effect/decal/cleanable/blood/add_blood_DNA(list/blood_dna)
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return TRUE
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/obj/effect/decal/cleanable/blood/transfer_blood_dna()
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..()
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update_icon()
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/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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/obj/effect/decal/cleanable/blood/update_icon()
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if(!blood_color)
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if(reagents.reagent_list.len)
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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blood_color = bloodtype_to_color(R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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blood_color = bloodtype_to_color(R.data["blood_type"])
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else
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return
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else
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color = blood_color
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color = blood_DNA_to_color()
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//obj/effect/decal/cleanable/blood/update_color()
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// if(SEND_SIGNAL(COMSIG_BLOOD_COLOR) & COMPONENT_BLOCK_UPDATE_COLOR)
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@@ -50,8 +38,9 @@
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color = "#3a0505"
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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add_blood_DNA(list("blood_type"= "A+"))
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..()
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icon_state += "-old"
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add_blood(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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@@ -66,10 +55,7 @@
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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/obj/effect/decal/cleanable/trail_holder/update_icon()
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GET_COMPONENT(D, /datum/component/forensics)
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if(istype(D) && !blood_color)
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blood_color = D.blood_mix_color
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color = blood_color
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color = blood_DNA_to_color()
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/obj/effect/cleanable/trail_holder/Initialize()
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. = ..()
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@@ -78,6 +64,10 @@
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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return TRUE
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/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
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..()
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update_icon()
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/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
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. = ..()
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update_icon()
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@@ -122,6 +112,8 @@
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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.blood_smear[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.blood_smear[blood_state] = max(S.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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S.blood_color = blood_color
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shoe_types |= S.type
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@@ -138,6 +130,7 @@
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update_icon()
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/obj/effect/decal/cleanable/blood/footprints/tracks/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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@@ -12,8 +12,6 @@
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/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases)
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. = ..()
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AddComponent(/datum/component/forensics)
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if(gibtypes.len != gibamounts.len)
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stack_trace("Gib list amount length mismatch!")
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return
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@@ -74,7 +72,7 @@
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var/mob/living/carbon/digester = loc
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digester.stomach_contents += gib
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gib.add_blood_DNA(dna_to_add)
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gib.blood_DNA += dna_to_add
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// color them properly, please.
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gib.body_colors = body_coloring
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gib.update_icon()
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@@ -43,7 +43,7 @@
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animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
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/obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter
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splatter_type = "xsplatter"
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color = BLOOD_COLOR_XENO
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/obj/effect/temp_visual/dir_setting/speedbike_trail
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name = "speedbike trails"
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@@ -538,6 +538,17 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.become_blind(EYE_DAMAGE)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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/obj/item/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FOUR)
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@@ -88,7 +88,7 @@
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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SEND_SIGNAL(target, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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target.clean_blood()
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target.wash_cream()
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return
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@@ -136,7 +136,7 @@
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else
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icon_state = initial(icon_state)
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/obj/item/radio/intercom/add_blood_DNA(list/blood_dna)
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/obj/item/radio/intercom/add_blood(list/blood_dna)
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return FALSE
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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@@ -22,7 +22,7 @@
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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return (BRUTELOSS|FIRELOSS)
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/obj/item/melee/transforming/energy/add_blood_DNA(list/blood_dna)
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/obj/item/melee/transforming/energy/add_blood(list/blood_dna)
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return FALSE
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/obj/item/melee/transforming/energy/is_sharp()
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@@ -343,7 +343,7 @@
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shard.Consume()
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T.CalculateAdjacentTurfs()
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/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
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/obj/item/melee/supermatter_sword/add_blood(list/blood_dna)
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return FALSE
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/obj/item/melee/curator_whip
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@@ -26,7 +26,7 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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A.clean_blood()
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for(var/obj/effect/O in A)
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if(is_cleanable(O))
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qdel(O)
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@@ -388,10 +388,10 @@
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else
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. = ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
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add_blood_DNA(from.return_blood_DNA())
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add_fingerprint_list(from.return_fingerprints())
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add_hiddenprint_list(from.return_hiddenprints())
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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blood_DNA = from.blood_DNA
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fingerprints = from.fingerprints
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fingerprintshidden = from.fingerprintshidden
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fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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@@ -241,5 +241,5 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
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return FALSE
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@@ -341,7 +341,7 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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clean_blood()//blood overlays get weird otherwise, because the sprite changes.
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(user.has_dna())
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@@ -317,7 +317,7 @@
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/obj/machinery/shower/proc/wash_obj(obj/O)
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. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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. = O.clean_blood()
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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if(isitem(O))
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var/obj/item/I = O
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@@ -328,7 +328,7 @@
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/obj/machinery/shower/proc/wash_turf()
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if(isturf(loc))
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var/turf/tile = loc
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SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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tile.clean_blood()
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tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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for(var/obj/effect/E in tile)
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if(is_cleanable(E))
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@@ -336,7 +336,7 @@
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/obj/machinery/shower/proc/wash_mob(mob/living/L)
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SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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L.clean_blood()
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L.wash_cream()
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L.ExtinguishMob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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@@ -381,7 +381,7 @@
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else if(H.w_uniform && wash_obj(H.w_uniform))
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H.update_inv_w_uniform()
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if(washgloves)
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SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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H.clean_blood()
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if(H.shoes && washshoes && wash_obj(H.shoes))
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H.update_inv_shoes()
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if(H.wear_mask && washmask && wash_obj(H.wear_mask))
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@@ -398,9 +398,9 @@
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else
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if(M.wear_mask && wash_obj(M.wear_mask))
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M.update_inv_wear_mask(0)
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SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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M.clean_blood()
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else
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SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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L.clean_blood()
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/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
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var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
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@@ -498,7 +498,7 @@
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H.regenerate_icons()
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user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
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else
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SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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user.clean_blood()
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/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
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if(busy)
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@@ -554,7 +554,7 @@
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busy = FALSE
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return 1
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busy = FALSE
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SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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O.clean_blood()
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O.acid_level = 0
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create_reagents(5)
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reagents.add_reagent(dispensedreagent, 5)
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