well we have footprints now, xenoblood back to blood subtype.
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@@ -34,7 +34,7 @@
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/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
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add_blood_DNA(list("Non-human DNA" = "A+"))
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add_blood_DNA(list("donor"= "Non-human DNA", "blood_type"= "A+", "bloodcolor" = color))
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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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@@ -74,11 +74,18 @@
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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var/gib_overlay = FALSE
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var/fleshcolor
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/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if(gib_overlay)
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var/icon/gibz = new(icon, icon_state + "-overlay")
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var/generic_skin = random_skin_tone()
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var/ethnicity = "#[skintone2hex(generic_skin)]"
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var/image/gibz = image(icon, icon_state + "-overlay", layer = LOW_OBJ_LAYER-0.1)
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if(!fleshcolor)
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gibz.color = ethnicity
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else
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gibz.color = fleshcolor
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add_overlay(gibz)
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reagents.add_reagent("liquidgibs", 5)
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