<commit_before>/obj/effect/decal/cleanable/blood/gibs
	name = "gibs"
	desc = "They look bloody and gruesome."
	icon_state = "gibbl5"
	layer = LOW_OBJ_LAYER
	random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
	mergeable_decal = FALSE
	bloodiness = 0				//This isn't supposed to be bloody.
	var/body_colors = "#e3ba84"	//a default color just in case.
	var/gibs_reagent_id = /datum/reagent/liquidgibs
	var/gibs_bloodtype = "A+"

/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
	. = ..()
	if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
		icon_state = pick(random_icon_states)
	if(gibs_reagent_id)
		reagents.add_reagent(gibs_reagent_id, 5)
	if(gibs_bloodtype)
		add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
	update_icon()

/obj/effect/decal/cleanable/blood/gibs/update_icon()
	add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
	cut_overlays()
	var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
	guts.appearance_flags = RESET_COLOR
	add_overlay(guts)
	var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
	flesh.appearance_flags = RESET_COLOR
	flesh.color = body_colors
	add_overlay(flesh)

/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
	return

/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
	if(istype(L) && has_gravity(loc))
		playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(L,TRAIT_LIGHT_STEP) ? 20 : 50, 1)
	. = ..()

/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
	set waitfor = FALSE
	var/list/diseases = list()
	SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
	var/direction = pick(directions)
	if(prob(50))		//yes this and the one below are different for a reason.
		if(prob(25))<commit_msg>compile<commit_after>/obj/effect/decal/cleanable/blood/gibs
	name = "gibs"
	desc = "They look bloody and gruesome."
	icon_state = "gibbl5"
	layer = LOW_OBJ_LAYER
	random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
	mergeable_decal = FALSE
	bloodiness = 0				//This isn't supposed to be bloody.
	var/body_colors = "#e3ba84"	//a default color just in case.
	var/gibs_reagent_id = /datum/reagent/liquidgibs
	var/gibs_bloodtype = "A+"

/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
	. = ..()
	if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
		icon_state = pick(random_icon_states)
	if(gibs_reagent_id)
		reagents.add_reagent(gibs_reagent_id, 5)
	if(gibs_bloodtype)
		add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
	update_icon()

/obj/effect/decal/cleanable/blood/gibs/update_icon()
	add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
	cut_overlays()
	var/mutable_appearance/guts = mutable_appearance(icon, "[icon_state]_guts")
	guts.appearance_flags = RESET_COLOR
	add_overlay(guts)
	var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]_flesh")
	flesh.appearance_flags = RESET_COLOR
	flesh.color = body_colors
	add_overlay(flesh)

/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
	return

/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
	if(istype(L) && has_gravity(loc))
		playsound(loc, 'sound/effects/gib_step.ogg', !HAS_TRAIT(L,TRAIT_LIGHT_STEP) ? 20 : 50, 1)
	. = ..()

/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
	set waitfor = FALSE
	var/list/diseases = list()
	SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
	var/direction = pick(directions)
	var/dist = 0
	if(prob(50))		//yes this and the one below are different for a reason.
		if(prob(25))
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