Some slight fixes
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@@ -11,7 +11,7 @@
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permeability_coefficient = 0.5
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slowdown = SHOES_SLOWDOWN
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/list/bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/offset = 0
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var/equipped_before_drop = FALSE
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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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@@ -57,7 +57,7 @@
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IF_HAS_BLOOD_DNA(src)
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bloody = TRUE
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else
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bloody = bloody_shoes[BLOOD_STATE_HUMAN]
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bloody = bloody_shoes[BLOOD_STATE_BLOOD]
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
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@@ -104,7 +104,7 @@
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/obj/item/clothing/shoes/proc/clean_blood(datum/source, strength)
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if(strength < CLEAN_STRENGTH_BLOOD)
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return
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bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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bloody_shoes = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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blood_state = BLOOD_STATE_NOT_BLOODY
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if(ismob(loc))
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var/mob/M = loc
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