anchor.diff:  					if(!has_gravity(loc))
   						return
   					var/turf/T = get_turf(src)
  -					if(blood_smear && blood_smear[blood_state])
  +					if(bloodiness)
   						var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
  -						if (oldFP.blood_state == blood_state)
  +						if (oldFP.color == color)
   							return
  -						blood_smear[blood_state] = max(0, blood_smear[blood_state] - BLOOD_LOSS_PER_STEP)
  -						if(blood_smear[blood_state] > BLOOD_LOSS_IN_SPREAD)
  +						else
   							var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks(T)
   							if(DIGITIGRADE in dna.species.species_traits)
   								if(dna.species.id == ("lizard" || "ashwalker" || "xeno"))
  
positive.code: 					FP.blood_state = S.blood_state
  					FP.entered_dirs |= dir
  					FP.bloodiness = S.bloody_shoes[S.blood_state]
  					FP.update_icon()
  					update_inv_shoes()
  				//End bloody footprints
  
  				S.step_action()
  	else
  		if(!buckled)
  			if(!lying)
  
negative.code: 							else
  								FP.icon_state = FOOTPRINT_SHOE
  								FP.print_state = FOOTPRINT_SHOE
  							FP.add_blood_DNA(return_blood_DNA())
  							FP.bloodmeme = bloodmeme
  							FP.update_icon()
  							var/newdir = get_dir(T, loc)
  							if(newdir == dir)
  								B.setDir(newdir)
  							else
  								newdir = newdir | dir
  								if(newdir == 3)
  									newdir = 1
  								else if(newdir == 12)
  									newdir = 4
  							B.setDir(newdir)
  							bloodiness--
  
  			else //we're on the floor, smear some stuff around
  				if(loc == NewLoc)
  					if(!has_gravity(loc))
  						return
  					var/turf/T = get_turf(src)
  					if(bloodiness)
  						var/obj/effect/decal/cleanable/blood/footprints/tracks/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints/tracks) in T
  						if (oldFP.color == color)
  							return
  						else
  							var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new /obj/effect/decal/cleanable/blood/footprints/tracks/body(T)
  							FP.icon_state = FOOTPRINT_DRAG
  							FP.print_state = FOOTPRINT_DRAG
  							FP.add_blood_DNA(return_blood_DNA())
  							FP.bloodtrack = bloodtrack
  							FP.bloodmeme = bloodmeme
  							FP.update_icon()
  							var/newdir = get_dir(T, loc)
  							if(newdir == dir)
  								B.setDir(newdir)
  							else
  								newdir = newdir | dir
  								if(newdir == 3)
  									newdir = 1
  								else if(newdir == 12)
  									newdir = 4
  							B.setDir(newdir)
  							bloodiness--
  
  /mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
  	if(dna.species.space_move(src))
  