makes travis shutup
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@@ -56,13 +56,13 @@
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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for(var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP in T)
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if (oldFP.blood_state == S.blood_state)
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return
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//No oldFP or they're all a different kind of blood
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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if (S.bloody_shoes[S.blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/footprints(T)
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
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@@ -81,12 +81,12 @@
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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for(var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP in T)
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if (oldFP.blood_state == blood_state)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/footprints(T)
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if(DIGITIGRADE in dna.species.species_traits)
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if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
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FP.icon_state = FOOTPRINT_CLAW
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@@ -120,12 +120,12 @@
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return
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var/turf/T = get_turf(src)
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if(blood_smear && blood_smear[blood_state])
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for(var/obj/effect/decal/cleanable/blood/tracks/oldFP in T)
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for(var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP in T)
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if (oldFP.blood_state == blood_state)
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return
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blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
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if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
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var/obj/effect/decal/cleanable/blood/tracks/FP = new /obj/effect/decal/cleanable/blood/tracks/footprints(T)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
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FP.icon_state = FOOTPRINT_DRAG
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FP.print_state = FOOTPRINT_DRAG
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FP.blood_state = blood_state
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@@ -473,7 +473,7 @@
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return
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if(isturf(next))
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/wheels/B = new(loc)
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B.add_blood_DNA(return_blood_DNA())
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var/newdir = get_dir(next, loc)
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if(newdir == dir)
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