I'm about to go fucking APE
None of this is actually viable, Footprints aren't taking proper color, aren't updating their color. It's just default red. screm
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@@ -78,6 +78,7 @@
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(src, diseases)
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B.add_blood_DNA(blood_dna) //give blood info to the blood decal.
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B.update_icon()
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return TRUE //we bloodied the floor
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/mob/living/carbon/human/add_blood_DNA(list/blood_dna, list/datum/disease/diseases)
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@@ -112,25 +113,29 @@
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//to add blood dna info to the object's blood_DNA list
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/atom/proc/transfer_blood_dna(list/blood_dna)
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var/list/dna = blood_DNA_length()
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if(!dna)
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dna = list()
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var/old_length = dna.len
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dna |= blood_dna
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if(dna.len > old_length)
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var/list/blood_DNA = return_blood_DNA()
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if(!blood_DNA)
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blood_DNA = list()
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var/old_length = blood_DNA.len
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blood_DNA |= blood_dna
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if(blood_DNA.len > old_length)
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return TRUE//some new blood DNA was added
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/atom/proc/blood_DNA_to_color() //handles RGB colorings of blood
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var/list/dna = blood_DNA_length()
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/atom/proc/blood_DNA_to_color()
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return
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/obj/effect/decal/cleanable/blood/blood_DNA_to_color()
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to_chat(world, "blood dna to color called by [src]")
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var/list/colors = list()//first we make a list of all bloodtypes present
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for(var/bloop in dna)
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if(colors[dna[bloop]])
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colors[dna[bloop]]++
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for(var/bloop in Blood_DNA)
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if(colors[Blood_DNA[bloop]])
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colors[Blood_DNA[bloop]]++
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else
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colors[dna[bloop]] = 1
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colors[Blood_DNA[bloop]] = 1
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var/final_rgb = BLOOD_COLOR_HUMAN
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to_chat(world, "colors has [colors.len] bloodtypes in it")
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if(colors.len)
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var/sum = 0 //this is all shitcode, but it works; trust me
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final_rgb = bloodtype_to_color(colors[1])
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@@ -144,3 +149,9 @@
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i++
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return final_rgb
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/obj/item/clothing/blood_DNA_to_color()
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var/final_rgb = BLOOD_COLOR_HUMAN
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if(last_bloodtype)
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final_rgb = bloodtype_to_color(last_bloodtype)
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return final_rgb
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