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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-11 16:14:08 +01:00
c36bcabe8b
## About The Pull Request changes tiled_dirt to just tiled_turf and expands its use slightly to be the "i have a 2x2 tile sprite" <img width="864" height="691" alt="image" src="https://github.com/user-attachments/assets/78a7ba96-fffe-42e1-9eef-35b96b22481b" /> https://github.com/user-attachments/assets/7a273302-a331-48b2-a06f-d65bddf13bfd ## Why It's Good For The Game its silly for things that arent visually tiled to use the tiled water sprite ## Changelog 🆑 fix: stuff like carpet and wood tiles dont use the 2x2 tiled sprite fix: similarly, floors that dont use the tiled sprite now can have permafrost sprites (as they are not tiled) /🆑
390 lines
12 KiB
Plaintext
390 lines
12 KiB
Plaintext
/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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icon = 'icons/obj/debris.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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desc = "Ashes to ashes, dust to dust, and into space."
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icon = 'icons/obj/debris.dmi'
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icon_state = "ash"
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plane = GAME_PLANE
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layer = CLEANABLE_OBJECT_LAYER
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mergeable_decal = FALSE
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beauty = -50
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decal_reagent = /datum/reagent/ash
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reagent_amount = 30
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/obj/effect/decal/cleanable/ash/Initialize(mapload)
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. = ..()
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pixel_x = base_pixel_x + rand(-5, 5)
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pixel_y = base_pixel_y + rand(-5, 5)
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/obj/effect/decal/cleanable/ash/NeverShouldHaveComeHere(turf/here_turf)
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return !istype(here_turf, /obj/structure/bodycontainer/crematorium) && ..()
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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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decal_reagent = /datum/reagent/ash
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reagent_amount = 60
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/obj/effect/decal/cleanable/glass
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name = "tiny shards"
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desc = "Back to sand."
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icon = 'icons/obj/debris.dmi'
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icon_state = "tiny"
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beauty = -100
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/obj/effect/decal/cleanable/glass/Initialize(mapload)
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. = ..()
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setDir(pick(GLOB.cardinals))
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/obj/effect/decal/cleanable/glass/ex_act()
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qdel(src)
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return TRUE
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/obj/effect/decal/cleanable/glass/plasma
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icon_state = "plasmatiny"
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/obj/effect/decal/cleanable/glass/titanium
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icon_state = "titaniumtiny"
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/obj/effect/decal/cleanable/glass/plastitanium
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icon_state = "plastitaniumtiny"
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//Screws that are dropped on the Z level below when deconstructing a reinforced floor plate.
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/obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it.
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name = "pile of screws"
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desc = "Looks like they fell from the ceiling"
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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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icon = 'icons/effects/dirt_misc.dmi'
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icon_state = "dirt-flat-0"
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base_icon_state = "dirt"
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smoothing_flags = NONE
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smoothing_groups = SMOOTH_GROUP_CLEANABLE_DIRT
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canSmoothWith = SMOOTH_GROUP_CLEANABLE_DIRT + SMOOTH_GROUP_WALLS
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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beauty = -75
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/// Set to FALSE if your dirt has no smoothing sprites
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var/is_tileable = TRUE
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/obj/effect/decal/cleanable/dirt/Initialize(mapload)
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. = ..()
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icon_state = pick("dirt-flat-0","dirt-flat-1","dirt-flat-2","dirt-flat-3")
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var/obj/structure/broken_flooring/broken_flooring = locate(/obj/structure/broken_flooring) in loc
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if(!isnull(broken_flooring))
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return
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var/turf/T = get_turf(src)
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if(T.tiled_turf && is_tileable)
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icon = 'icons/effects/dirt.dmi'
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icon_state = "dirt-0"
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smoothing_flags = SMOOTH_BITMASK
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QUEUE_SMOOTH(src)
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/effect/decal/cleanable/dirt/Destroy()
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/effect/decal/cleanable/dirt/dust
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name = "dust"
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desc = "A thin layer of dust coating the floor."
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icon_state = "dust"
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base_icon_state = "dust"
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is_tileable = FALSE
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/obj/effect/decal/cleanable/dirt/dust/Initialize(mapload)
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. = ..()
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icon_state = base_icon_state
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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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icon_state = "greenglow"
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light_power = 3
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light_range = 2
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light_color = LIGHT_COLOR_GREEN
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beauty = -300
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/obj/effect/decal/cleanable/greenglow/ex_act()
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return FALSE
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/obj/effect/decal/cleanable/greenglow/filled
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decal_reagent = /datum/reagent/uranium
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reagent_amount = 5
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/obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload)
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decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium)
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. = ..()
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/obj/effect/decal/cleanable/greenglow/ecto
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name = "ectoplasmic puddle"
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desc = "You know who to call."
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light_power = 2
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/obj/effect/decal/cleanable/greenglow/radioactive
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name = "radioactive goo"
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desc = "Holy crap, stop looking at this and move away immediately! It's radioactive!"
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light_power = 5
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light_range = 3
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light_color = LIGHT_COLOR_NUCLEAR
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/obj/effect/decal/cleanable/greenglow/radioactive/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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AddComponent(
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/datum/component/radioactive_emitter, \
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cooldown_time = 5 SECONDS, \
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range = 4, \
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threshold = RAD_MEDIUM_INSULATION, \
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)
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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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gender = NEUTER
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plane = GAME_PLANE
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layer = WALL_OBJ_LAYER
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icon = 'icons/effects/web.dmi'
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icon_state = "cobweb1"
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resistance_flags = FLAMMABLE
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beauty = -100
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clean_type = CLEAN_TYPE_HARD_DECAL
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is_mopped = FALSE
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/obj/effect/decal/cleanable/cobweb/cobweb2
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icon_state = "cobweb2"
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/obj/effect/decal/cleanable/molten_object
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name = "gooey grey mass"
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desc = "It looks like a melted... something."
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gender = NEUTER
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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plane = GAME_PLANE
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layer = CLEANABLE_OBJECT_LAYER
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mergeable_decal = FALSE
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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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 = -300
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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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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 = -150
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/obj/effect/decal/cleanable/vomit/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(. || !ishuman(user))
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return
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var/mob/living/carbon/human/as_human = user
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var/obj/item/organ/tongue/user_tongue = user.get_organ_slot(ORGAN_SLOT_TONGUE)
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if(!istype(user_tongue, /obj/item/organ/tongue/fly))
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return
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playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp
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as_human.visible_message(span_alert("[as_human] extends a small proboscis into the vomit pool, sucking it with a slurping sound."))
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lazy_init_reagents()?.trans_to(as_human, reagents.total_volume, transferred_by = user, methods = INGEST)
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qdel(src)
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/obj/effect/decal/cleanable/vomit/toxic // this has a more toned-down color palette, which may be why it's used as the default in so many spots
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icon_state = "vomittox_1"
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random_icon_states = list("vomittox_1", "vomittox_2", "vomittox_3", "vomittox_4")
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/obj/effect/decal/cleanable/vomit/purple // ourple
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icon_state = "vomitpurp_1"
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random_icon_states = list("vomitpurp_1", "vomitpurp_2", "vomitpurp_3", "vomitpurp_4")
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/obj/effect/decal/cleanable/vomit/nanites
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name = "nanite-infested vomit"
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desc = "Gosh, you can see something moving in there."
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icon_state = "vomitnanite_1"
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random_icon_states = list("vomitnanite_1", "vomitnanite_2", "vomitnanite_3", "vomitnanite_4")
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/// Tracked for voidwalkers to jump to and from
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GLOBAL_LIST_EMPTY(nebula_vomits)
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/obj/effect/decal/cleanable/vomit/nebula
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name = "nebula vomit"
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desc = "Gosh, how... beautiful."
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icon_state = "vomitnebula_1"
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random_icon_states = list("vomitnebula_1", "vomitnebula_2", "vomitnebula_3", "vomitnebula_4")
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beauty = 10
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/obj/effect/decal/cleanable/vomit/nebula/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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update_appearance(UPDATE_OVERLAYS)
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GLOB.nebula_vomits += src
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/obj/effect/decal/cleanable/vomit/nebula/update_overlays()
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. = ..()
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. += emissive_appearance(icon, icon_state, src, alpha = src.alpha)
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/obj/effect/decal/cleanable/vomit/nebula/Destroy()
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. = ..()
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GLOB.nebula_vomits -= src
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/// Nebula vomit with extra guests
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/obj/effect/decal/cleanable/vomit/nebula/worms
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/obj/effect/decal/cleanable/vomit/nebula/worms/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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for (var/i in 1 to rand(2, 3))
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new /mob/living/basic/hivelord_brood(loc)
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/obj/effect/decal/cleanable/vomit/old
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name = "crusty dried vomit"
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desc = "You try not to look at the chunks, and fail."
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/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old"
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
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/obj/effect/decal/cleanable/vomit/old/black_bile
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name = "black bile"
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desc = "There's something wiggling in there..."
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color = COLOR_DARK
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/obj/effect/decal/cleanable/chem_pile
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name = "chemical pile"
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desc = "A pile of chemicals. You can't quite tell what's inside it."
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gender = NEUTER
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plane = GAME_PLANE
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layer = CLEANABLE_OBJECT_LAYER
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icon = 'icons/obj/debris.dmi'
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icon_state = "ash"
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/obj/effect/decal/cleanable/shreds
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name = "shreds"
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desc = "The shredded remains of what appears to be clothing."
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icon_state = "shreds"
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gender = PLURAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion.
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qdel(src)
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return TRUE
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return FALSE
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/obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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if(!isnull(oldname))
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desc = "The sad remains of what used to be [oldname]"
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. = ..()
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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/glitter.dmi'
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icon_state = "glitter"
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gender = NEUTER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/decal/cleanable/glitter/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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add_overlay(mutable_appearance('icons/effects/glitter.dmi', "glitter_sparkle[rand(1,9)]", appearance_flags = EMISSIVE_APPEARANCE_FLAGS))
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/obj/effect/decal/cleanable/plasma
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name = "stabilized plasma"
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desc = "A puddle of stabilized plasma."
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icon_state = "flour"
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icon = 'icons/effects/tomatodecal.dmi'
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color = "#2D2D2D"
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/obj/effect/decal/cleanable/insectguts
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name = "insect guts"
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desc = "One bug squashed. Four more will rise in its place."
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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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color = BLOOD_COLOR_XENO
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/obj/effect/decal/cleanable/confetti
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name = "confetti"
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desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!"
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icon = 'icons/effects/confetti_and_decor.dmi'
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icon_state = "confetti"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough
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/obj/effect/decal/cleanable/plastic
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name = "plastic shreds"
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desc = "Bits of torn, broken, worthless plastic."
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icon = 'icons/obj/debris.dmi'
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icon_state = "shards"
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color = "#c6f4ff"
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/obj/effect/decal/cleanable/wrapping
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name = "wrapping shreds"
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desc = "Torn pieces of cardboard and paper, left over from a package."
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icon = 'icons/obj/debris.dmi'
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icon_state = "paper_shreds"
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plane = GAME_PLANE
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layer = CLEANABLE_OBJECT_LAYER
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/obj/effect/decal/cleanable/wrapping/pinata
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name = "pinata shreds"
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desc = "Torn pieces of papier-mâché, left over from a pinata"
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icon_state = "pinata_shreds"
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/obj/effect/decal/cleanable/wrapping/pinata/syndie
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icon_state = "syndie_pinata_shreds"
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/obj/effect/decal/cleanable/wrapping/pinata/donk
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icon_state = "donk_pinata_shreds"
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/obj/effect/decal/cleanable/garbage
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name = "decomposing garbage"
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desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!"
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icon = 'icons/obj/debris.dmi'
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icon_state = "garbage"
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plane = GAME_PLANE
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layer = CLEANABLE_OBJECT_LAYER
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/garbage/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15)
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/obj/effect/decal/cleanable/rubble
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name = "rubble"
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desc = "A pile of rubble."
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icon = 'icons/obj/debris.dmi'
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icon_state = "rubble"
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mergeable_decal = FALSE
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beauty = -10
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plane = GAME_PLANE
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layer = GIB_LAYER
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clean_type = CLEAN_TYPE_HARD_DECAL
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is_mopped = FALSE
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/obj/effect/decal/cleanable/rubble/Initialize(mapload)
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. = ..()
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flick("rubble_bounce", src)
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icon_state = "rubble"
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update_appearance(UPDATE_ICON_STATE)
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/obj/effect/decal/cleanable/can_bits
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name = "shredded can"
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desc = "This story doesn't hold water anymore."
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