Fix few instances of bleeding white blood (#15398)
* no longer bleed white blood * parentheses man * fix that one bdm map spawn too
This commit is contained in:
@@ -54,7 +54,10 @@
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/area/ruin/lavaland/unpowered)
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"m" = (
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/obj/structure/mineral_door/wood,
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/obj/effect/decal/cleanable/trail_holder,
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 8
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},
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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"n" = (
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@@ -68,7 +71,10 @@
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/obj/machinery/light/broken{
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dir = 4
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},
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/obj/effect/decal/cleanable/trail_holder,
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 6
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},
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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"q" = (
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@@ -93,13 +99,33 @@
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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"s" = (
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/obj/effect/decal/cleanable/trail_holder,
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 9
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},
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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"x" = (
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 8
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},
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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"N" = (
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/obj/effect/decal/cleanable/trail_holder,
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 8
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},
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/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
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/area/lavaland/surface/outdoors)
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"Q" = (
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/obj/effect/decal/cleanable/trail_holder{
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color = "#dc0000";
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dir = 6
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},
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/turf/open/floor/wood,
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/area/ruin/lavaland/unpowered)
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(1,1,1) = {"
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i
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@@ -440,7 +466,7 @@ f
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f
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f
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f
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s
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x
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b
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b
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i
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@@ -467,7 +493,7 @@ g
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f
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f
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f
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s
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x
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b
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b
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i
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@@ -494,7 +520,7 @@ f
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f
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f
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f
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s
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x
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b
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b
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i
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@@ -521,7 +547,7 @@ j
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f
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f
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f
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s
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x
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b
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b
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i
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@@ -548,7 +574,7 @@ k
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f
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f
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f
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s
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x
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b
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b
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i
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@@ -575,7 +601,7 @@ l
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f
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f
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s
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s
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Q
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b
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b
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i
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@@ -627,7 +653,7 @@ i
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b
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b
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b
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s
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x
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b
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b
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b
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@@ -654,7 +680,7 @@ i
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i
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b
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s
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x
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b
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i
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@@ -681,7 +707,7 @@ i
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i
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i
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b
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s
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x
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b
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i
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@@ -708,7 +734,7 @@ i
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i
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i
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b
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s
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x
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b
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i
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@@ -119,12 +119,20 @@
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victim.bleed(blood_bled, TRUE)
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if(14 to 19)
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victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.bleed(blood_bled)
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if(20 to INFINITY)
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victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
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victim.bleed(blood_bled)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.add_splatter_floor(get_step(victim.loc, victim.dir))
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@@ -39,12 +39,20 @@
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victim.bleed(blood_bled, TRUE)
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if(14 to 19)
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victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.bleed(blood_bled)
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if(20 to INFINITY)
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victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
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victim.bleed(blood_bled)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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if(ishuman(victim))
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var/mob/living/carbon/human/H = victim
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.add_splatter_floor(get_step(victim.loc, victim.dir))
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/datum/wound/pierce/handle_process()
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@@ -130,7 +130,11 @@
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if(isalien(target))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
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//organs go everywhere
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if(target_part && prob(10 * drill_level))
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@@ -4,6 +4,7 @@
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duration = 5
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randomdir = FALSE
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layer = BELOW_MOB_LAYER
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color = BLOOD_COLOR_HUMAN // set it to red by default because the actual icons are white
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var/splatter_type = "splatter"
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/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
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