/obj/effect/decal/cleanable/blood/gibs/robot_debris name = "robot debris" desc = "It's a useless heap of junk... or is it?" icon = 'icons/mob/silicon/robots.dmi' random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7") has_overlay = FALSE squishy = FALSE color = null /obj/effect/decal/cleanable/blood/gibs/robot_debris/get_default_blood_type() return get_blood_type(BLOOD_TYPE_OIL) /obj/effect/decal/cleanable/blood/gibs/robot_debris/create_splatter() if(prob(40)) return ..() /obj/effect/decal/cleanable/blood/gibs/robot_debris/spread_movement_effects(datum/move_loop/has_target/source) if(NeverShouldHaveComeHere(loc)) return if (prob(40)) new /obj/effect/decal/cleanable/blood/splatter(loc, null, GET_ATOM_BLOOD_DNA(src)) else if (prob(10)) do_sparks(3, TRUE, src) // Doesn't have overlay support as of now /obj/effect/decal/cleanable/blood/gibs/robot_debris/update_blood_color() color = null /obj/effect/decal/cleanable/blood/gibs/robot_debris/limb icon_state = "gibarm" random_icon_states = list("gibarm", "gibleg") /obj/effect/decal/cleanable/blood/gibs/robot_debris/up icon_state = "gibup" random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup","gibup") /obj/effect/decal/cleanable/blood/gibs/robot_debris/down icon_state = "gibdown" random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown","gibdown") /obj/effect/decal/cleanable/blood/oil name = "motor oil" // This is fetched in /datum/blood_type/oil/set_up_blood() for all blood decals with default desc desc = "It's black and greasy. Looks like Beepsky made another mess." color = /datum/blood_type/oil::color // For mapper sanity /obj/effect/decal/cleanable/blood/oil/get_default_blood_type() return get_blood_type(BLOOD_TYPE_OIL) /obj/effect/decal/cleanable/blood/oil/slippery/Initialize(mapload, list/datum/disease/diseases, list/blood_or_dna) . = ..() AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE)) /obj/effect/decal/cleanable/blood/splatter/oil name = "motor oil" color = /datum/blood_type/oil::color /obj/effect/decal/cleanable/blood/splatter/oil/get_default_blood_type() return get_blood_type(BLOOD_TYPE_OIL)