Blood commit.
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@@ -576,8 +576,8 @@ All effects don't start immediately, but rather get worse over time; the rate is
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glass_desc = "Tomato juice, mixed with Vodka and a lil' bit of lime. Tastes like liquid murder."
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/datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C)
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if(C.blood_volume < BLOOD_VOLUME_NORMAL)
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C.blood_volume = min(BLOOD_VOLUME_NORMAL, C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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..()
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/datum/reagent/consumable/ethanol/brave_bull
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@@ -61,8 +61,8 @@
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M.SetSleeping(0, 0)
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M.jitteriness = 0
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M.cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
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if(M.blood_volume < BLOOD_VOLUME_NORMAL)
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M.blood_volume = BLOOD_VOLUME_NORMAL
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if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.blood_volume = (BLOOD_VOLUME_NORMAL*M.blood_ratio)
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for(var/thing in M.diseases)
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var/datum/disease/D = thing
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@@ -288,7 +288,7 @@
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M.adjustOxyLoss(-2, 0)
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M.adjustBruteLoss(-2, 0)
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M.adjustFireLoss(-2, 0)
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if(ishuman(M) && M.blood_volume < BLOOD_VOLUME_NORMAL)
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if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.blood_volume += 3
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else // Will deal about 90 damage when 50 units are thrown
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M.adjustBrainLoss(3, 150)
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@@ -906,7 +906,7 @@
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color = "#C8A5DC" // rgb: 200, 165, 220
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/datum/reagent/iron/on_mob_life(mob/living/carbon/C)
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if(C.blood_volume < BLOOD_VOLUME_NORMAL)
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.blood_volume += 0.5
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..()
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