mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
This commit is contained in:
@@ -211,4 +211,4 @@
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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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anchored = TRUE
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anchored = TRUE
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@@ -1,60 +1,60 @@
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/obj/effect/decal/cleanable/blood/gibs/robot
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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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icon = 'icons/mob/robots.dmi'
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icon_state = "gib1"
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basecolor = "#030303"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
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color = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
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return
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/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/blood/oil/streak = new(src.loc)
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streak.update_icon()
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else if(prob(10))
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do_sparks(3, 1, src)
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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/blood/gibs/robot/limb
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random_icon_states = list("gibarm", "gibleg")
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/obj/effect/decal/cleanable/blood/gibs/robot/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/blood/gibs/robot/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/blood/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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basecolor = "#030303"
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/oil/dry()
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return
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/obj/effect/decal/cleanable/blood/oil/streak
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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amount = 2
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/obj/effect/decal/cleanable/blood/gibs/robot
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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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icon = 'icons/mob/robots.dmi'
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icon_state = "gib1"
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basecolor = "#030303"
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
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color = "#FFFFFF"
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/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
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return
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/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/gibs/robot/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/blood/oil/streak = new(src.loc)
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streak.update_icon()
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else if(prob(10))
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do_sparks(3, 1, src)
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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/blood/gibs/robot/limb
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random_icon_states = list("gibarm", "gibleg")
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/obj/effect/decal/cleanable/blood/gibs/robot/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/blood/gibs/robot/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/blood/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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basecolor = "#030303"
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/blood/oil/dry()
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return
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/obj/effect/decal/cleanable/blood/oil/streak
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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amount = 2
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@@ -135,4 +135,4 @@ var/global/list/image/fluidtrack_cache = list()
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/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/footprints/C)
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if(blood_state != C.blood_state) //We only replace footprints of the same type as us
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return
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..()
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..()
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@@ -1,73 +1,73 @@
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/obj/effect/decal/cleanable
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anchored = TRUE
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var/list/random_icon_states = list()
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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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/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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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
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..()
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if(!off_floor && ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/hasfeet = TRUE
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if(!l_foot && !r_foot)
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hasfeet = FALSE
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if(H.shoes && blood_state && bloodiness)
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(H.blood_DNA, basecolor)
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S.blood_state = blood_state
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S.blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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else if(hasfeet && blood_state && bloodiness)//Or feet
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.blood_state = blood_state
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H.feet_blood_DNA |= blood_DNA.Copy()
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H.feet_blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/Initialize(mapload)
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. = ..()
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if(loc && isturf(loc))
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for(var/obj/effect/decal/cleanable/C in loc)
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if(C != src && C.type == type && !QDELETED(C))
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if(replace_decal(C))
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qdel(src)
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return TRUE
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if(random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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if(smooth)
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queue_smooth(src)
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queue_smooth_neighbors(src)
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/obj/effect/decal/cleanable/Destroy()
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if(smooth)
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queue_smooth_neighbors(src)
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return ..()
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/obj/effect/decal/cleanable
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anchored = TRUE
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var/list/random_icon_states = list()
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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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/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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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
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..()
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if(!off_floor && ishuman(O))
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var/mob/living/carbon/human/H = O
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/hasfeet = TRUE
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if(!l_foot && !r_foot)
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hasfeet = FALSE
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if(H.shoes && blood_state && bloodiness)
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(H.blood_DNA, basecolor)
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S.blood_state = blood_state
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S.blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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else if(hasfeet && blood_state && bloodiness)//Or feet
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
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if(!H.feet_blood_DNA)
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H.feet_blood_DNA = list()
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H.blood_state = blood_state
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H.feet_blood_DNA |= blood_DNA.Copy()
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H.feet_blood_color = basecolor
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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return FALSE
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/obj/effect/decal/cleanable/Initialize(mapload)
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. = ..()
|
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if(loc && isturf(loc))
|
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for(var/obj/effect/decal/cleanable/C in loc)
|
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if(C != src && C.type == type && !QDELETED(C))
|
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if(replace_decal(C))
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qdel(src)
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return TRUE
|
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if(random_icon_states && length(src.random_icon_states) > 0)
|
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src.icon_state = pick(src.random_icon_states)
|
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if(smooth)
|
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queue_smooth(src)
|
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queue_smooth_neighbors(src)
|
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|
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/obj/effect/decal/cleanable/Destroy()
|
||||
if(smooth)
|
||||
queue_smooth_neighbors(src)
|
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return ..()
|
||||
|
||||
@@ -1,19 +1,19 @@
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/obj/effect/decal/cleanable/crayon
|
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name = "rune"
|
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desc = "A rune drawn in crayon."
|
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icon = 'icons/effects/crayondecal.dmi'
|
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icon_state = "rune1"
|
||||
layer = MID_TURF_LAYER
|
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plane = GAME_PLANE //makes the graffiti visible over a wall.
|
||||
anchored = TRUE
|
||||
mergeable_decal = FALSE // Allows crayon drawings to overlap one another.
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
|
||||
. = ..()
|
||||
|
||||
name = e_name
|
||||
desc = "A [name] drawn in crayon."
|
||||
|
||||
icon_state = type
|
||||
color = main
|
||||
/obj/effect/decal/cleanable/crayon
|
||||
name = "rune"
|
||||
desc = "A rune drawn in crayon."
|
||||
icon = 'icons/effects/crayondecal.dmi'
|
||||
icon_state = "rune1"
|
||||
layer = MID_TURF_LAYER
|
||||
plane = GAME_PLANE //makes the graffiti visible over a wall.
|
||||
anchored = TRUE
|
||||
mergeable_decal = FALSE // Allows crayon drawings to overlap one another.
|
||||
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
|
||||
. = ..()
|
||||
|
||||
name = e_name
|
||||
desc = "A [name] drawn in crayon."
|
||||
|
||||
icon_state = type
|
||||
color = main
|
||||
|
||||
@@ -12,4 +12,4 @@
|
||||
var/turf/T = loc
|
||||
if(!istype(T)) //you know this will happen somehow
|
||||
CRASH("Turf decal initialized in an object/nullspace")
|
||||
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
|
||||
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
|
||||
|
||||
@@ -1,72 +1,72 @@
|
||||
// Used for spray that you spray at walls, tables, hydrovats etc
|
||||
/obj/effect/decal/spraystill
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = 50
|
||||
plane = HUD_PLANE
|
||||
|
||||
/obj/effect/decal/chempuff
|
||||
name = "chemicals"
|
||||
icon = 'icons/obj/chempuff.dmi'
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
|
||||
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
|
||||
return
|
||||
|
||||
/obj/effect/decal/snow
|
||||
name = "snow"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = TURF_DECAL_LAYER
|
||||
icon = 'icons/turf/snow.dmi'
|
||||
icon_state = "snow"
|
||||
|
||||
/obj/effect/decal/snow/clean/edge
|
||||
icon_state = "snow_corner"
|
||||
|
||||
/obj/effect/decal/snow/sand/edge
|
||||
icon_state = "gravsnow_corner"
|
||||
|
||||
/obj/effect/decal/snow/clean/surround
|
||||
icon_state = "snow_surround"
|
||||
|
||||
/obj/effect/decal/snow/sand/surround
|
||||
icon_state = "gravsnow_surround"
|
||||
|
||||
/obj/effect/decal/leaves
|
||||
name = "fall leaves"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = HIGH_TURF_LAYER
|
||||
icon = 'icons/obj/flora/plants.dmi'
|
||||
icon_state = "fallleaves"
|
||||
|
||||
/obj/effect/decal/straw
|
||||
name = "scattered straw"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = HIGH_TURF_LAYER
|
||||
icon = 'icons/obj/flora/plants.dmi'
|
||||
icon_state = "strawscattered"
|
||||
|
||||
/obj/effect/decal/straw/medium
|
||||
icon_state = "strawscattered3"
|
||||
|
||||
/obj/effect/decal/straw/light
|
||||
icon_state = "strawscattered2"
|
||||
|
||||
/obj/effect/decal/straw/edge
|
||||
icon_state = "strawscatterededge"
|
||||
|
||||
/obj/effect/decal/ants
|
||||
name = "space ants"
|
||||
desc = "A bunch of space ants."
|
||||
icon = 'icons/goonstation/effects/effects.dmi'
|
||||
icon_state = "spaceants"
|
||||
scoop_reagents = list("ants" = 20)
|
||||
|
||||
/obj/effect/decal/ants/Initialize(mapload)
|
||||
. = ..()
|
||||
var/scale = (rand(2, 10) / 10) + (rand(0, 5) / 100)
|
||||
transform = matrix(transform, scale, scale, MATRIX_SCALE)
|
||||
setDir(pick(NORTH, SOUTH, EAST, WEST))
|
||||
// Used for spray that you spray at walls, tables, hydrovats etc
|
||||
/obj/effect/decal/spraystill
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = 50
|
||||
plane = HUD_PLANE
|
||||
|
||||
/obj/effect/decal/chempuff
|
||||
name = "chemicals"
|
||||
icon = 'icons/obj/chempuff.dmi'
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
|
||||
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
|
||||
return
|
||||
|
||||
/obj/effect/decal/snow
|
||||
name = "snow"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = TURF_DECAL_LAYER
|
||||
icon = 'icons/turf/snow.dmi'
|
||||
icon_state = "snow"
|
||||
|
||||
/obj/effect/decal/snow/clean/edge
|
||||
icon_state = "snow_corner"
|
||||
|
||||
/obj/effect/decal/snow/sand/edge
|
||||
icon_state = "gravsnow_corner"
|
||||
|
||||
/obj/effect/decal/snow/clean/surround
|
||||
icon_state = "snow_surround"
|
||||
|
||||
/obj/effect/decal/snow/sand/surround
|
||||
icon_state = "gravsnow_surround"
|
||||
|
||||
/obj/effect/decal/leaves
|
||||
name = "fall leaves"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = HIGH_TURF_LAYER
|
||||
icon = 'icons/obj/flora/plants.dmi'
|
||||
icon_state = "fallleaves"
|
||||
|
||||
/obj/effect/decal/straw
|
||||
name = "scattered straw"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
layer = HIGH_TURF_LAYER
|
||||
icon = 'icons/obj/flora/plants.dmi'
|
||||
icon_state = "strawscattered"
|
||||
|
||||
/obj/effect/decal/straw/medium
|
||||
icon_state = "strawscattered3"
|
||||
|
||||
/obj/effect/decal/straw/light
|
||||
icon_state = "strawscattered2"
|
||||
|
||||
/obj/effect/decal/straw/edge
|
||||
icon_state = "strawscatterededge"
|
||||
|
||||
/obj/effect/decal/ants
|
||||
name = "space ants"
|
||||
desc = "A bunch of space ants."
|
||||
icon = 'icons/goonstation/effects/effects.dmi'
|
||||
icon_state = "spaceants"
|
||||
scoop_reagents = list("ants" = 20)
|
||||
|
||||
/obj/effect/decal/ants/Initialize(mapload)
|
||||
. = ..()
|
||||
var/scale = (rand(2, 10) / 10) + (rand(0, 5) / 100)
|
||||
transform = matrix(transform, scale, scale, MATRIX_SCALE)
|
||||
setDir(pick(NORTH, SOUTH, EAST, WEST))
|
||||
|
||||
@@ -1,46 +1,46 @@
|
||||
/obj/effect/decal/remains
|
||||
gender = PLURAL
|
||||
|
||||
/obj/effect/decal/remains/acid_act()
|
||||
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
|
||||
playsound(src, 'sound/items/welder.ogg', 150, TRUE)
|
||||
new /obj/effect/decal/cleanable/greenglow(drop_location())
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/remains/human
|
||||
name = "remains"
|
||||
desc = "They look like human remains. They have a strange aura about them."
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/xeno
|
||||
name = "remains"
|
||||
desc = "They look like the remains of something... alien. They have a strange aura about them."
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remainsxeno"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/robot
|
||||
name = "remains"
|
||||
desc = "They look like the remains of something mechanical. They have a strange aura about them."
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "remainsrobot"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/slime
|
||||
name = "You shouldn't see this"
|
||||
desc = "Noooooooooooooooooooooo"
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/slime/New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(5)
|
||||
var/obj/effect/particle_effect/water/W = new(get_turf(src))
|
||||
W.reagents = R
|
||||
R.my_atom = W
|
||||
R.add_reagent("water", 5)
|
||||
R.reaction(get_turf(src))
|
||||
qdel(src)
|
||||
/obj/effect/decal/remains
|
||||
gender = PLURAL
|
||||
|
||||
/obj/effect/decal/remains/acid_act()
|
||||
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
|
||||
playsound(src, 'sound/items/welder.ogg', 150, TRUE)
|
||||
new /obj/effect/decal/cleanable/greenglow(drop_location())
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/remains/human
|
||||
name = "remains"
|
||||
desc = "They look like human remains. They have a strange aura about them."
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/xeno
|
||||
name = "remains"
|
||||
desc = "They look like the remains of something... alien. They have a strange aura about them."
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remainsxeno"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/robot
|
||||
name = "remains"
|
||||
desc = "They look like the remains of something mechanical. They have a strange aura about them."
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "remainsrobot"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/slime
|
||||
name = "You shouldn't see this"
|
||||
desc = "Noooooooooooooooooooooo"
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "remains"
|
||||
anchored = TRUE
|
||||
|
||||
/obj/effect/decal/remains/slime/New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(5)
|
||||
var/obj/effect/particle_effect/water/W = new(get_turf(src))
|
||||
W.reagents = R
|
||||
R.my_atom = W
|
||||
R.add_reagent("water", 5)
|
||||
R.reaction(get_turf(src))
|
||||
qdel(src)
|
||||
|
||||
@@ -2,4 +2,4 @@
|
||||
icon_state = "sandyfloor"
|
||||
|
||||
/obj/effect/turf_decal/sand/plating
|
||||
icon_state = "sandyplating"
|
||||
icon_state = "sandyplating"
|
||||
|
||||
@@ -149,4 +149,4 @@
|
||||
icon_state = "box_corners_red"
|
||||
|
||||
/obj/effect/turf_decal/plaque
|
||||
icon_state = "plaque"
|
||||
icon_state = "plaque"
|
||||
|
||||
@@ -36,4 +36,4 @@
|
||||
/obj/effect/turf_decal/tile/neutral
|
||||
name = "neutral corner"
|
||||
color = "#D4D4D4"
|
||||
alpha = 50
|
||||
alpha = 50
|
||||
|
||||
@@ -9,4 +9,4 @@
|
||||
/obj/effect/turf_decal/weather/snow/corner
|
||||
name = "snow corner piece"
|
||||
icon = 'icons/turf/snow.dmi'
|
||||
icon_state = "snow_corner"
|
||||
icon_state = "snow_corner"
|
||||
|
||||
Reference in New Issue
Block a user