anchor.diff:  				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
  +				temp_blood_DNA = drop.blood_DNA.Copy()		//transfer dna from drip to splatter.
   				qdel(drop)//the drip is replaced by a bigger splatter
   		else
   			drop = new(T, get_static_viruses())
  
positive.code: // Takes care blood loss and regeneration
  /mob/living/carbon/human/handle_blood()
  
  	if(NOBLOOD in dna.species.species_traits)
  		bleed_rate = 0
  		return
  
  	if(bleed_rate <= 0)
  		bleed_rate = 0
  
  	if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
  		return
  
negative.code: 
  			//We want an accurate reading of .len
  			listclearnulls(BP.embedded_objects)
  			temp_bleed += 0.5 * BP.embedded_objects.len
  
  			if(brutedamage >= 20)
  				temp_bleed += (brutedamage * 0.013)
  
  		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)
  