optimizations
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@@ -29,13 +29,10 @@
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// Takes care blood loss and regeneration
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/mob/living/carbon/human/handle_blood()
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if(NOBLOOD in dna.species.species_traits)
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if((NOBLOOD in dna.species.species_traits) || (bleed_rate < 0))
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bleed_rate = 0
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return
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if(bleed_rate <= 0)
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bleed_rate = 0
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if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
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return
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@@ -94,12 +91,12 @@
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//We want an accurate reading of .len
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listclearnulls(BP.embedded_objects)
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temp_bleed += 0.5*BP.embedded_objects.len
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temp_bleed += 0.5 * BP.embedded_objects.len
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if(brutedamage >= 20)
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temp_bleed += (brutedamage * 0.013)
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bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
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bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
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if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
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bleed(bleed_rate)
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@@ -289,8 +286,7 @@
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drop.update_icon()
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return
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else
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temp_blood_DNA = list()
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temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
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temp_blood_DNA = drop.blood_DNA.Copy() //transfer dna from drip to splatter.
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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