diff --git a/code/game/objects/effects/decals/cleanable.dm b/code/game/objects/effects/decals/cleanable.dm
index 1d57b3437e..a2b37d22ae 100644
--- a/code/game/objects/effects/decals/cleanable.dm
+++ b/code/game/objects/effects/decals/cleanable.dm
@@ -82,7 +82,7 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
- if(length(blood_DNA))
+ if(blood_DNA && blood_DNA.len)
S.add_blood_DNA(blood_DNA)
S.blood_state = blood_state
update_icon()
diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm
index c9d2c8c59a..1af15b0383 100644
--- a/code/game/objects/effects/decals/cleanable/humans.dm
+++ b/code/game/objects/effects/decals/cleanable/humans.dm
@@ -9,13 +9,10 @@
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
- if(length(C.blood_DNA))
+ if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
- if (bloodiness)
- if (C.bloodiness < MAX_SHOE_BLOODINESS)
- C.bloodiness += bloodiness
update_icon()
- return ..()
+ ..()
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
..()
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 84f2b9824d..776709f5b8 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -41,10 +41,6 @@
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
- //for blood coloration memes
- var/last_bloodtype //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
- var/last_blood_DNA //same as last one
-
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
@@ -343,9 +339,3 @@ BLIND // can't see anything
deconstruct(FALSE)
else
..()
-
-/obj/item/clothing/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
- ..()
- if(length(blood_dna))
- last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
- last_blood_DNA = blood_dna[blood_dna.len]
diff --git a/code/modules/clothing/shoes/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm
index 8c99401b4d..cb4cec175a 100644
--- a/code/modules/clothing/shoes/_shoes.dm
+++ b/code/modules/clothing/shoes/_shoes.dm
@@ -18,6 +18,8 @@
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
+ var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
+ var/last_blood_DNA = "" //same as last one
/obj/item/clothing/shoes/ComponentInitialize()
. = ..()
@@ -42,6 +44,13 @@
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
+
+/obj/item/clothing/shoes/transfer_blood_dna(list/blood_dna)
+ ..()
+ if(blood_dna.len)
+ last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
+ last_blood_DNA = blood_dna[blood_dna.len]
+
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm
index f03b75cf11..4e6f9e0eb9 100644
--- a/code/modules/mob/living/carbon/human/human_movement.dm
+++ b/code/modules/mob/living/carbon/human/human_movement.dm
@@ -64,9 +64,8 @@
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
- if(S.last_blood_DNA && S.last_bloodtype)
+ if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
- //hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood
FP.update_icon()
update_inv_shoes()
//End bloody footprints
diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
index 79b6f96781..78282c2f8d 100644
--- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
@@ -583,7 +583,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
/datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C)
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
- C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
+ C.blood_volume += 2 //Bloody Mary quickly restores blood loss.
..()
/datum/reagent/consumable/ethanol/brave_bull
diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm
index 9bef02c3b2..ddb83b2876 100644
--- a/code/modules/reagents/chemistry/reagents/other_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm
@@ -43,12 +43,10 @@
if(reac_volume >= 10 && istype(L))
L.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
- L.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/reaction_obj(obj/O, volume)
if(volume >= 3 && istype(O))
O.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
- O.color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/on_new(list/data)
if(iscarbon(src))
@@ -98,11 +96,10 @@
if(reac_volume < 3)
return
- var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
- if(!B)
- B = new(T)
+ T.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
+ var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B.reagents)
- B.reagents.add_reagent("blood", reac_volume)
+ B.reagents.add_reagent(id, reac_volume)
B.update_icon()
/datum/reagent/blood/synthetics
@@ -112,11 +109,6 @@
taste_description = "oily"
color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
-/datum/reagent/blood/synthetics/reaction_turf(turf/T, reac_volume)
- var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
- B.reagents.add_reagent("syntheticblood", reac_volume)
- . = ..()
-
/datum/reagent/blood/xenomorph
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)
name = "Xenomorph Blood"
@@ -124,11 +116,7 @@
taste_description = "acidic heresy"
color = BLOOD_COLOR_XENO // greenish yellow ooze
shot_glass_icon_state = "shotglassgreen"
-
-/datum/reagent/blood/xenomorph/reaction_turf(turf/T, reac_volume)
- var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
- B.reagents.add_reagent("xenoblood", reac_volume)
- . = ..()
+ pH = 2.5
/datum/reagent/blood/oil
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)
@@ -136,11 +124,7 @@
id = "oilblood"
taste_description = "burnt oil"
color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
-
-/datum/reagent/blood/oil/reaction_turf(turf/T, reac_volume)
- var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
- B.reagents.add_reagent("oilblood", reac_volume)
- . = ..()
+ pH = 9.75
/datum/reagent/blood/jellyblood
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)
@@ -150,29 +134,16 @@
color = BLOOD_COLOR_SLIME
taste_description = "slime"
taste_mult = 1.3
-
-/datum/reagent/blood/jellyblood/on_new(list/data)
- .=..()
- if(ishuman(src))
- var/mob/living/carbon/human/H = src
- var/datum/species/slimecolor = H.dna.species
- if("mcolor" in slimecolor.default_features)
- color = H.dna.features["mcolor"]
- else
- color = bloodtype_to_color(data["blood_type"])
-
-/datum/reagent/blood/jellyblood/reaction_turf(turf/T, reac_volume)
- var/obj/effect/decal/cleanable/blood/B = locate() in T //find some blood here
- B.reagents.add_reagent("jellyblood", reac_volume)
- . = ..()
+ pH = 4
/datum/reagent/blood/jellyblood/on_mob_life(mob/living/carbon/M)
if(prob(10))
- to_chat(M, "Your insides are burning!")
+ if(M.dna?.species?.exotic_bloodtype != "GEL")
+ to_chat(M, "Your insides are burning!")
M.adjustToxLoss(rand(20,60)*REM, 0)
. = 1
- else if(prob(40))
- M.heal_bodypart_damage(5*REM)
+ else if(prob(40) && isjellyperson(M))
+ M.heal_bodypart_damage(2*REM)
. = 1
..()
@@ -202,6 +173,7 @@
taste_description = "slime"
shot_glass_icon_state = "shotglassgreen"
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)
+ pH = 4
/datum/reagent/liquidgibs/synth
name = "Synthetic sludge"
@@ -1106,7 +1078,7 @@
reagent_state = SOLID
taste_description = "iron"
pH = 6
-
+ overdose_threshold = 30
color = "#c2391d"
/datum/reagent/iron/on_mob_life(mob/living/carbon/C)
@@ -1120,6 +1092,17 @@
M.reagents.add_reagent("toxin", reac_volume)
..()
+/datum/reagent/iron/overdose_start(mob/living/M)
+ to_chat(M, "You start feeling your guts twisting painfully!")
+ SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "[id]_overdose", /datum/mood_event/overdose, name)
+
+/datum/reagent/iron/overdose_process(mob/living/carbon/C)
+ if(prob(20))
+ var/obj/item/organ/liver/L = C.getorganslot(ORGAN_SLOT_LIVER)
+ if (istype(L))
+ C.applyLiverDamage(2) //mild until the fabled med rework comes out. the organ damage galore
+ ..()
+
/datum/reagent/gold
name = "Gold"
id = "gold"
diff --git a/code/modules/reagents/reagent_containers/blood_pack.dm b/code/modules/reagents/reagent_containers/blood_pack.dm
index d250dcff0e..34d26a974e 100644
--- a/code/modules/reagents/reagent_containers/blood_pack.dm
+++ b/code/modules/reagents/reagent_containers/blood_pack.dm
@@ -4,6 +4,7 @@
icon = 'icons/obj/bloodpack.dmi'
icon_state = "bloodpack"
volume = 200
+ reagent_flags = DRAINABLE
var/blood_type = null
var/labelled = 0
var/color_to_apply = "#FFFFFF"