u h g. I hate this
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@@ -5,6 +5,7 @@
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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var/blood_color = BLOOD_COLOR_HUMAN
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -72,37 +73,50 @@
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
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if(H.shoes && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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var/obj/item/clothing/shoes/S = H.shoes
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data)
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var/blood_type_meme = R.data["blood_type"]
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color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
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if(blood_type_meme)
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S.last_bloodtype = blood_type_meme
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if(R.data["blood_type"])
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S.blood_list_checks(src, R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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S.blood_list_checks(src, R.data["blood_type"])
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood)
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S.add_blood_DNA(return_blood_DNA())
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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else if(H && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
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else if(H.bloodiness && blood_state && bloodiness && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
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for(var/datum/reagent/R in reagents.reagent_list)
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// Get blood data from the blood reagent.
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if(istype(R, /datum/reagent/blood))
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if(R.data["blood_type"])
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var/blood_type_meme = R.data["blood_type"]
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color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
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if(blood_type_meme)
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H.last_bloodtype = blood_type_meme
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H.blood_list_checks(src, R.data["blood_type"])
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else if(istype(R, /datum/reagent/liquidgibs))
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if(R.data["blood_type"])
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H.blood_list_checks(src, R.data["blood_type"])
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var/add_blood = 0
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if(H.bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
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H.add_blood_DNA(return_blood_DNA())
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H.blood_state = blood_state
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update_icon()
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else
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color = blood_DNA_to_color()
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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