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https://github.com/ParadiseSS13/Paradise.git
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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
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@@ -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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