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