mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 23:27:34 +01:00
Makes some requested changes to mood (#38851)
cl Floyd del: removed beauty / dirtyness balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner /cl oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
This commit is contained in:
@@ -60,7 +60,6 @@
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/obj/structure/sign/poster/Initialize()
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. = ..()
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addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, 75), 0)
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if(random_basetype)
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randomise(random_basetype)
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if(!ruined)
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@@ -5,7 +5,6 @@
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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var/beauty
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -26,10 +25,6 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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/obj/effect/decal/cleanable/ComponentInitialize()
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. = ..()
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addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, beauty), 0) //inb4 i get yelled at for using the beauty var on cleanable instead of calling this proc on every subtype which would be pedantic and actually run worse.
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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return TRUE
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@@ -8,7 +8,6 @@
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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bloodiness = MAX_SHOE_BLOODINESS
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blood_state = BLOOD_STATE_XENO
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beauty = -75
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/obj/effect/decal/cleanable/xenoblood/Initialize()
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. = ..()
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@@ -6,7 +6,6 @@
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_HUMAN
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bloodiness = MAX_SHOE_BLOODINESS
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beauty = -60
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(return_blood_DNA())
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@@ -3,7 +3,6 @@
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desc = "Someone should clean that up."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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beauty = -50
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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@@ -11,7 +10,6 @@
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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mergeable_decal = FALSE
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beauty = -50
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/obj/effect/decal/cleanable/ash/Initialize()
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. = ..()
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@@ -26,7 +24,6 @@
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/obj/effect/decal/cleanable/ash/large
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name = "large pile of ashes"
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icon_state = "big_ash"
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beauty = -100
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/obj/effect/decal/cleanable/ash/large/Initialize()
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. = ..()
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@@ -37,7 +34,6 @@
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desc = "Back to sand."
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icon = 'icons/obj/shards.dmi'
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icon_state = "tiny"
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beauty = -60
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/obj/effect/decal/cleanable/glass/Initialize()
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. = ..()
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@@ -51,20 +47,17 @@
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desc = "Someone should clean that up."
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icon_state = "dirt"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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beauty = -50
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/obj/effect/decal/cleanable/flour
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name = "flour"
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desc = "It's still good. Four second rule!"
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icon_state = "flour"
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beauty = -50
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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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light_color = LIGHT_COLOR_GREEN
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icon_state = "greenglow"
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beauty = -150
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/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
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. = ..()
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@@ -80,7 +73,6 @@
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layer = WALL_OBJ_LAYER
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icon_state = "cobweb1"
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resistance_flags = FLAMMABLE
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beauty = -50
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/obj/effect/decal/cleanable/cobweb/cobweb2
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icon_state = "cobweb2"
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@@ -92,12 +84,10 @@
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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mergeable_decal = FALSE
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beauty = -100
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/obj/effect/decal/cleanable/molten_object/large
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name = "big gooey grey mass"
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icon_state = "big_molten"
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beauty = -250
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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@@ -106,7 +96,6 @@
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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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beauty = -200
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/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
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. = ..()
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@@ -141,14 +130,12 @@
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gender = NEUTER
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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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beauty = -50
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/obj/effect/decal/cleanable/plant_smudge
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name = "plant smudge"
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gender = NEUTER
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("smashed_plant")
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beauty = -50
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/obj/effect/decal/cleanable/egg_smudge
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name = "smashed egg"
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@@ -156,7 +143,6 @@
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gender = NEUTER
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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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beauty = -50
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/obj/effect/decal/cleanable/pie_smudge //honk
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name = "smashed pie"
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@@ -164,7 +150,6 @@
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gender = NEUTER
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icon = 'icons/effects/tomatodecal.dmi'
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random_icon_states = list("smashed_pie")
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beauty = -50
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/obj/effect/decal/cleanable/chem_pile
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name = "chemical pile"
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@@ -172,7 +157,6 @@
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gender = NEUTER
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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beauty = -60
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/obj/effect/decal/cleanable/shreds
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name = "shreds"
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@@ -180,7 +164,6 @@
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icon_state = "shreds"
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gender = PLURAL
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mergeable_decal = FALSE
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beauty = -75
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/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
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if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
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@@ -197,14 +180,12 @@
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icon = 'icons/effects/tomatodecal.dmi'
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icon_state = "salt_pile"
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gender = NEUTER
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beauty = -50
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/obj/effect/decal/cleanable/glitter
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name = "generic glitter pile"
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desc = "The herpes of arts and crafts."
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icon = 'icons/effects/tile_effects.dmi'
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gender = NEUTER
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beauty = 100
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/obj/effect/decal/cleanable/glitter/pink
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name = "pink glitter"
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@@ -223,7 +204,6 @@
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desc = "A puddle of stabilized plasma."
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icon_state = "flour"
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color = "#C8A5DC"
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beauty = -200
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/obj/effect/decal/cleanable/insectguts
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name = "insect guts"
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@@ -231,4 +211,3 @@
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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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beauty = -300
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@@ -10,7 +10,6 @@
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blood_state = BLOOD_STATE_OIL
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bloodiness = MAX_SHOE_BLOODINESS
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mergeable_decal = FALSE
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beauty = -100
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/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
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set waitfor = 0
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@@ -47,7 +46,6 @@
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_OIL
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bloodiness = MAX_SHOE_BLOODINESS
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beauty = -150
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/obj/effect/decal/cleanable/oil/Initialize()
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. = ..()
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