oh, right. i've gotta add a snowflake check since /living lacks bleed() in the base code
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@@ -125,7 +125,11 @@
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if(prob(33))
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I.add_mob_blood(src)
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var/turf/location = get_turf(src)
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bleed(totitemdamage)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.bleed(totitemdamage)
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else
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add_splatter_floor(location)
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if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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return TRUE //successful attack
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@@ -327,7 +327,11 @@
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
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var/turf/location = get_turf(src)
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//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
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L.bleed(DOOR_CRUSH_DAMAGE)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(DOOR_CRUSH_DAMAGE)
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else
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L.add_splatter_floor(location)
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for(var/obj/mecha/M in get_turf(src))
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M.take_damage(DOOR_CRUSH_DAMAGE)
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@@ -75,7 +75,11 @@
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.forceMove(drop_location())
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L.emote("scream")
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L.bleed(30)
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(30)
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else
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.setDir(2)
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buckle_mob(L, force=1)
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