u h g. I hate this
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@@ -43,9 +43,9 @@
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var/bleed_rate = 0 //how much are we bleeding
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var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
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var/bloodiness = 0
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var/blood_state = BLOOD_STATE_NOT_BLOODY
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var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
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var/last_bloodtype = ""//used to track the last bloodtype to have graced this smelly person. for smears on the floor
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var/last_blood_DNA = ""//same as last one
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var/name_override //For temporary visible name changes
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@@ -55,18 +55,17 @@
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//Bloody footprints
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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if(S.blood_smear && S.blood_smear[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == color))
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return
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
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S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/footprints(T)
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.blood_state = S.blood_state
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FP.entered_dirs |= dir
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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FP.bloodmeme = S.bloodmeme
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FP.bloodiness = S.blood_smear[S.blood_state]
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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@@ -82,7 +81,7 @@
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var/turf/T = get_turf(src)
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if (oldFP.color == color)
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
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return
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else
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks(T)
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@@ -107,18 +106,17 @@
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FP.icon_state = FOOTPRINT_SHOE
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FP.print_state = FOOTPRINT_SHOE
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FP.add_blood_DNA(return_blood_DNA())
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FP.bloodmeme = bloodmeme
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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B.setDir(newdir)
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FP.setDir(newdir)
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.setDir(newdir)
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FP.setDir(newdir)
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bloodiness--
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else //we're on the floor, smear some stuff around
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@@ -128,26 +126,24 @@
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var/turf/T = get_turf(src)
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if(bloodiness)
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var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
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if (oldFP.color == color)
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if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == color))
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return
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else
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var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
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FP.icon_state = FOOTPRINT_DRAG
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FP.print_state = FOOTPRINT_DRAG
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FP.add_blood_DNA(return_blood_DNA())
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FP.bloodtrack = bloodtrack
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FP.bloodmeme = bloodmeme
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FP.update_icon()
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var/newdir = get_dir(T, loc)
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if(newdir == dir)
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B.setDir(newdir)
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FP.setDir(newdir)
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.setDir(newdir)
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FP.setDir(newdir)
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bloodiness--
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/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
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