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https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 23:11:52 +00:00
More file structuring.
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files. The closet folder has been re-organized a little. supplypacks.dm has been moved into the datums folder since that's what it is. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
61
code/game/objects/effects/decals/Cleanable/aliens.dm
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61
code/game/objects/effects/decals/Cleanable/aliens.dm
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
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/obj/effect/decal/cleanable/xenoblood
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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var/list/viruses = list()
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blood_DNA = list()
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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b.viruses += D
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/xenoblood/xsplatter
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random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
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/obj/effect/decal/cleanable/xenoblood/xgibs
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name = "xeno gibs"
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desc = "Gnarly..."
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gender = PLURAL
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icon = 'icons/effects/blood.dmi'
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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/obj/effect/decal/cleanable/xenoblood/xgibs/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
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/obj/effect/decal/cleanable/xenoblood/xgibs/down
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
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/obj/effect/decal/cleanable/xenoblood/xgibs/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/effect/decal/cleanable/xenoblood/xgibs/limb
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random_icon_states = list("xgibleg", "xgibarm")
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/obj/effect/decal/cleanable/xenoblood/xgibs/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/blood/xtracks
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icon_state = "xtracks"
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random_icon_states = null
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74
code/game/objects/effects/decals/Cleanable/humans.dm
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74
code/game/objects/effects/decals/Cleanable/humans.dm
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/obj/effect/decal/cleanable/blood
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name = "blood"
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desc = "It's red and gooey. Perhaps it's the chef's cooking?"
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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var/list/viruses = list()
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blood_DNA = list()
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/obj/effect/decal/cleanable/blood/Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/effect/decal/cleanable/blood/New()
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..()
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if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
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return
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if(src.loc && isturf(src.loc))
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for(var/obj/effect/decal/cleanable/blood/B in src.loc)
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if(B != src)
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del(B)
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/effect/decal/cleanable/blood/tracks
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icon_state = "tracks"
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desc = "They look like tracks left by wheels."
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gender = PLURAL
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random_icon_states = null
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/obj/effect/decal/cleanable/blood/gibs
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name = "gibs"
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desc = "They look bloody and gruesome."
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gender = PLURAL
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density = 0
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anchored = 0
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "gibbl5"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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/obj/effect/decal/cleanable/blood/gibs/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
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/obj/effect/decal/cleanable/blood/gibs/body
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random_icon_states = list("gibhead", "gibtorso")
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/obj/effect/decal/cleanable/blood/gibs/limb
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random_icon_states = list("gibleg", "gibarm")
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/obj/effect/decal/cleanable/blood/gibs/core
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random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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b.viruses += D
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if (step_to(src, get_step(src, direction), 0))
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break
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117
code/game/objects/effects/decals/Cleanable/misc.dm
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117
code/game/objects/effects/decals/Cleanable/misc.dm
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/obj/effect/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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gender = PLURAL
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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anchored = 1
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/obj/effect/decal/cleanable/greenglow
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New()
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..()
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spawn(1200)// 2 minutes
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del(src)
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/effects.dmi'
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icon_state = "dirt"
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/obj/effect/decal/cleanable/greenglow
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name = "glowing goo"
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desc = "Jeez. I hope that's not for lunch."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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luminosity = 1
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icon = 'icons/effects/effects.dmi'
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icon_state = "greenglow"
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/obj/effect/decal/cleanable/cobweb
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name = "cobweb"
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desc = "Somebody should remove that."
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density = 0
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anchored = 1
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layer = 3
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icon = 'icons/effects/effects.dmi'
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icon_state = "cobweb1"
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/obj/effect/decal/cleanable/molten_item
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name = "gooey grey mass"
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desc = "It looks like a melted... something."
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density = 0
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anchored = 1
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layer = 3
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icon = 'icons/obj/chemical.dmi'
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icon_state = "molten"
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/obj/effect/decal/cleanable/cobweb2
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name = "cobweb"
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desc = "Somebody should remove that."
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density = 0
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anchored = 1
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layer = 3
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icon = 'icons/effects/effects.dmi'
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icon_state = "cobweb2"
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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name = "vomit"
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desc = "Gosh, how unpleasant."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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var/list/viruses = list()
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/effect/decal/cleanable/tomato_smudge
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name = "tomato smudge"
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desc = "It's red."
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
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/obj/effect/decal/cleanable/egg_smudge
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name = "smashed egg"
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desc = "Seems like this one won't hatch."
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
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/obj/effect/decal/cleanable/pie_smudge //honk
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name = "smashed pie"
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desc = "It's pie cream from a cream pie."
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("smashed_pie")
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57
code/game/objects/effects/decals/Cleanable/robots.dm
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57
code/game/objects/effects/decals/Cleanable/robots.dm
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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
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/obj/effect/decal/cleanable/robot_debris
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name = "robot debris"
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desc = "It's a useless heap of junk... <i>or is it?</i>"
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gender = PLURAL
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density = 0
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anchored = 0
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layer = 2
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icon = 'icons/mob/robots.dmi'
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icon_state = "gib1"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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if (prob(40))
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/*var/obj/effect/decal/cleanable/oil/o =*/
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new /obj/effect/decal/cleanable/oil/streak(src.loc)
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else if (prob(10))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/robot_debris/limb
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random_icon_states = list("gibarm", "gibleg")
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/obj/effect/decal/cleanable/robot_debris/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
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/obj/effect/decal/cleanable/robot_debris/down
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
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/obj/effect/decal/cleanable/oil
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name = "motor oil"
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desc = "It's black and greasy. Looks like Beepsky made another mess."
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/mob/robots.dmi'
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icon_state = "floor1"
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var/viruses = list()
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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Del()
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for(var/datum/disease/D in viruses)
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D.cure(0)
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..()
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/obj/effect/decal/cleanable/oil/streak
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random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
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