Blood commit.
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@@ -151,7 +151,7 @@
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return
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// If the human is losing too much blood, beep.
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if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5))
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if(attached.blood_volume < ( (BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) ) )
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visible_message("[src] beeps loudly.")
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playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
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attached.transfer_blood_to(beaker, amount)
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@@ -224,4 +224,4 @@
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to_chat(user, "<span class='notice'>[attached ? attached : "No one"] is attached.</span>")
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#undef IV_TAKING
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#undef IV_INJECTING
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#undef IV_INJECTING
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@@ -310,7 +310,7 @@ SLIME SCANNER
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var/mob/living/carbon/human/H = C
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if(H.bleed_rate)
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msg += "<span class='danger'>Subject is bleeding!</span>\n"
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var/blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100)
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var/blood_percent = round((C.blood_volume / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
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var/blood_type = C.dna.blood_type
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if(blood_id != "blood")//special blood substance
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var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
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@@ -318,9 +318,9 @@ SLIME SCANNER
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blood_type = R.name
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else
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blood_type = blood_id
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if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
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if(C.blood_volume <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.blood_volume > (BLOOD_VOLUME_OKAY*C.blood_ratio))
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msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>\n"
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else if(C.blood_volume <= BLOOD_VOLUME_OKAY)
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else if(C.blood_volume <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
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msg += "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>\n"
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else
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msg += "<span class='info'>Blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]</span>\n"
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