/obj/effect/decal/remains name = "remains" gender = PLURAL icon = 'icons/effects/blood.dmi' icon_state = "remains" anchored = FALSE mouse_opacity = MOUSE_OPACITY_ICON /obj/effect/decal/remains/human desc = "They look like human remains. They have a strange aura about them." /obj/effect/decal/remains/human/burned name = "burned remains" desc = "They look like burned human remains. They have a strange aura about them." icon_state = "remains_burned" /obj/effect/decal/remains/xeno desc = "They look like the remains of something... alien. They have a strange aura about them." icon_state = "remainsxeno" /obj/effect/decal/remains/xeno/burned name = "burned remains" desc = "They look like burned remains of something... alien. They have a strange aura about them." icon_state = "remainsxeno_burned" /obj/effect/decal/remains/robot desc = "They look like the remains of something mechanical. They have a strange aura about them." icon = 'icons/mob/robots.dmi' icon_state = "remainsrobot" /obj/effect/decal/remains/robot/burned desc = "They look like the burned remains of something mechanical. They have a strange aura about them." icon_state = "remainsrobot_burned" /obj/effect/decal/remains/rat name = "rat skeleton" desc = "Looks like the remains of a small rodent. It doesn't squeak anymore." icon = 'icons/mob/npc/rat.dmi' icon_state = "skeleton" /obj/effect/decal/remains/lizard desc = "They look like the remains of a small reptile." icon_state = "lizard" /obj/effect/decal/remains/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/gun/energy/rifle/cult)) return TRUE return ..() //Target turns to ash. /obj/effect/decal/remains/proc/crumble() var/turf/simulated/floor/F = get_turf(src) visible_message(SPAN_NOTICE("\The [src] sink together into a pile of ash.")) if (istype(F)) new /obj/effect/decal/cleanable/ash(F) qdel(src) //Target turns to oil. /obj/effect/decal/remains/robot/crumble() var/turf/simulated/floor/F = get_turf(src) visible_message(SPAN_NOTICE("\The [src] degrade into a pool of oil.")) if (istype(F)) new /obj/effect/decal/cleanable/blood/oil(F) qdel(src) /obj/effect/decal/remains/Move() if(pulledby) crumble() /obj/effect/decal/remains/can_fall() return TRUE /obj/effect/decal/remains/attack_hand(mob/user) crumble() /obj/effect/decal/remains/attack_ai(mob/user) if(isrobot(user) && Adjacent(user)) // Remains crumble when robots touch, but not the AI. crumble()