REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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@@ -82,7 +82,7 @@
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add_blood = bloodiness
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bloodiness -= 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(length(blood_DNA))
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if(blood_DNA && blood_DNA.len)
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S.add_blood_DNA(blood_DNA)
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S.blood_state = blood_state
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update_icon()
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@@ -9,13 +9,10 @@
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if(length(C.blood_DNA))
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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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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update_icon()
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return ..()
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..()
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/obj/effect/decal/cleanable/blood/transfer_blood_dna()
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..()
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@@ -41,10 +41,6 @@
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var/dynamic_hair_suffix = ""//head > mask for head hair
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var/dynamic_fhair_suffix = ""//mask > head for facial hair
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//for blood coloration memes
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var/last_bloodtype //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA //same as last one
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/obj/item/clothing/Initialize()
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. = ..()
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if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
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@@ -343,9 +339,3 @@ BLIND // can't see anything
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deconstruct(FALSE)
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else
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..()
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/obj/item/clothing/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
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..()
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if(length(blood_dna))
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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@@ -18,6 +18,8 @@
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//CITADEL EDIT Enables digitigrade shoe styles
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = "" //same as last one
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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@@ -42,6 +44,13 @@
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playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
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return(BRUTELOSS)
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/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna)
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..()
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
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. = list()
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if(!isinhands)
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@@ -64,9 +64,8 @@
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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]
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if(S.last_blood_DNA && S.last_bloodtype)
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if(S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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//hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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@@ -583,7 +583,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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/datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C)
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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C.blood_volume += 2 //Bloody Mary quickly restores blood loss.
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..()
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/datum/reagent/consumable/ethanol/brave_bull
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@@ -43,12 +43,10 @@
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if(reac_volume >= 10 && istype(L))
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L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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L.color = bloodtype_to_color(data["blood_type"])
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/datum/reagent/blood/reaction_obj(obj/O, volume)
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if(volume >= 3 && istype(O))
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O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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O.color = bloodtype_to_color(data["blood_type"])
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/datum/reagent/blood/on_new(list/data)
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if(iscarbon(src))
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@@ -98,11 +96,10 @@
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if(reac_volume < 3)
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return
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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if(!B)
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B = new(T)
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T.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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if(!B.reagents)
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B.reagents.add_reagent("blood", reac_volume)
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B.reagents.add_reagent(id, reac_volume)
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B.update_icon()
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/datum/reagent/blood/synthetics
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@@ -112,11 +109,6 @@
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taste_description = "oily"
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color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
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/datum/reagent/blood/synthetics/reaction_turf(turf/T, reac_volume)
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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B.reagents.add_reagent("syntheticblood", reac_volume)
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. = ..()
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/datum/reagent/blood/xenomorph
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data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
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name = "Xenomorph Blood"
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@@ -124,11 +116,7 @@
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taste_description = "acidic heresy"
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color = BLOOD_COLOR_XENO // greenish yellow ooze
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shot_glass_icon_state = "shotglassgreen"
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/datum/reagent/blood/xenomorph/reaction_turf(turf/T, reac_volume)
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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B.reagents.add_reagent("xenoblood", reac_volume)
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. = ..()
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pH = 2.5
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/datum/reagent/blood/oil
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data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_OIL, "blood_type"="HF","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
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@@ -136,11 +124,7 @@
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id = "oilblood"
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taste_description = "burnt oil"
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color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
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/datum/reagent/blood/oil/reaction_turf(turf/T, reac_volume)
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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B.reagents.add_reagent("oilblood", reac_volume)
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. = ..()
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pH = 9.75
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/datum/reagent/blood/jellyblood
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data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
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@@ -150,29 +134,16 @@
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color = BLOOD_COLOR_SLIME
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taste_description = "slime"
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taste_mult = 1.3
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/datum/reagent/blood/jellyblood/on_new(list/data)
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.=..()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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var/datum/species/slimecolor = H.dna.species
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if("mcolor" in slimecolor.default_features)
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color = H.dna.features["mcolor"]
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else
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color = bloodtype_to_color(data["blood_type"])
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/datum/reagent/blood/jellyblood/reaction_turf(turf/T, reac_volume)
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var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
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B.reagents.add_reagent("jellyblood", reac_volume)
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. = ..()
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pH = 4
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/datum/reagent/blood/jellyblood/on_mob_life(mob/living/carbon/M)
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if(prob(10))
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to_chat(M, "<span class='danger'>Your insides are burning!</span>")
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if(M.dna?.species?.exotic_bloodtype != "GEL")
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to_chat(M, "<span class='danger'>Your insides are burning!</span>")
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M.adjustToxLoss(rand(20,60)*REM, 0)
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. = 1
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else if(prob(40))
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M.heal_bodypart_damage(5*REM)
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else if(prob(40) && isjellyperson(M))
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M.heal_bodypart_damage(2*REM)
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. = 1
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..()
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@@ -202,6 +173,7 @@
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taste_description = "slime"
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shot_glass_icon_state = "shotglassgreen"
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data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "bloodcolor" = BLOOD_COLOR_SLIME, "blood_type"="GEL","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
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pH = 4
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/datum/reagent/liquidgibs/synth
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name = "Synthetic sludge"
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@@ -1106,7 +1078,7 @@
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reagent_state = SOLID
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taste_description = "iron"
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pH = 6
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overdose_threshold = 30
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color = "#c2391d"
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/datum/reagent/iron/on_mob_life(mob/living/carbon/C)
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@@ -1120,6 +1092,17 @@
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M.reagents.add_reagent("toxin", reac_volume)
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..()
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/datum/reagent/iron/overdose_start(mob/living/M)
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to_chat(M, "<span class='userdanger'>You start feeling your guts twisting painfully!</span>")
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/overdose, name)
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/datum/reagent/iron/overdose_process(mob/living/carbon/C)
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if(prob(20))
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var/obj/item/organ/liver/L = C.getorganslot(ORGAN_SLOT_LIVER)
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if (istype(L))
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C.applyLiverDamage(2) //mild until the fabled med rework comes out. the organ damage galore
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..()
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/datum/reagent/gold
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name = "Gold"
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id = "gold"
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@@ -4,6 +4,7 @@
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icon = 'icons/obj/bloodpack.dmi'
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icon_state = "bloodpack"
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volume = 200
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reagent_flags = DRAINABLE
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var/blood_type = null
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var/labelled = 0
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var/color_to_apply = "#FFFFFF"
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