reverts forensics components. If I can't figure it out, MURDER IT
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@@ -161,10 +161,19 @@
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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var/obj/item/bodypart/B = L.get_bodypart(def_zone)
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if(B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
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do_sparks(2, FALSE, target.loc)
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if(prob(25))
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new /obj/effect/decal/cleanable/oil(target_loca)
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else if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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