KISS principal
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@@ -70,6 +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 && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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@@ -80,10 +81,12 @@
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else
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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.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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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_smear = blood_state
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if(S.last_blood_DNA != blood_DNA)
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S.last_blood_DNA += blood_DNA
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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@@ -96,10 +99,11 @@
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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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if(blood_DNA && blood_DNA.len)
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H.add_blood(blood_DNA)
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H.blood_smear = blood_state
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if(H.last_blood_DNA != blood_DNA)
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H.last_blood_DNA += blood_DNA
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H.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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//H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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@@ -6,9 +6,8 @@
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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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bloodiness = MAX_SHOE_BLOODINESS
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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 (C.blood_DNA)
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@@ -35,7 +34,6 @@
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name = "dried blood"
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desc = "Looks like it's been here a while. Eew."
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bloodiness = 0
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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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@@ -45,14 +43,14 @@
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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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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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name = "blood"
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icon_state = "ltrails_1"
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desc = "Your instincts say you shouldn't be following these."
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random_icon_states = null
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var/list/existing_dirs = list()
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blood_DNA = list()
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color = BLOOD_COLOR_HUMAN
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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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color = blood_DNA_to_color()
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@@ -89,10 +87,10 @@
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if(ishuman(O))
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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(S && S.bloody_shoes[blood_state])
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if(color != bloodtype_to_color(S.last_bloodtype))
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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.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(entered_dirs & H.dir))
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entered_dirs |= H.dir
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@@ -110,10 +108,10 @@
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if(ishuman(O))
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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(S && S.bloody_shoes[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.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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if (!(exited_dirs & H.dir))
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exited_dirs |= H.dir
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@@ -159,6 +157,8 @@
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/obj/effect/decal/cleanable/blood/footprints/tracks/replace_decal(obj/effect/decal/cleanable/blood/footprints/tracks/C)
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if(print_state != C.print_state) //We only replace footprints of the same type as us
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return
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if(blood_state != C.blood_state)
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return
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if(color != C.color)
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return
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..()
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