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Makes Clothing Accessories, Clothing with Accessories, Blood, and Spiderlings GC (#7272)
* Makes Clothing Accessories and Clothing with Accessories GC * and spiderlings, apparently * BLOOOD FINALLY GARBAGE COLLECTS!!!!
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@@ -20,6 +20,7 @@ var/global/list/image/splatter_cache=list()
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var/basecolor="#A10808" // Color when wet.
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var/amount = 5
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appearance_flags = NO_CLIENT_COLOR
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var/dry_timer = 0
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/obj/effect/decal/cleanable/blood/New()
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..()
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@@ -41,8 +42,7 @@ var/global/list/image/splatter_cache=list()
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if(B.blood_DNA)
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blood_DNA |= B.blood_DNA.Copy()
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qdel(B)
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spawn(DRYING_TIME * (amount+1))
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dry()
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dry_timer = addtimer(src, "dry", DRYING_TIME * (amount+1))
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/obj/effect/decal/cleanable/blood/Destroy()
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if(GAMEMODE_IS_CULT)
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@@ -51,7 +51,9 @@ var/global/list/image/splatter_cache=list()
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if(T && (is_station_level(T.z)))
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mode_ticker.bloody_floors -= T
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mode_ticker.blood_check()
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.=..()
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if(dry_timer)
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deltimer(dry_timer)
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return ..()
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/obj/effect/decal/cleanable/blood/update_icon()
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if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
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@@ -137,8 +139,7 @@ var/global/list/image/splatter_cache=list()
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/obj/effect/decal/cleanable/blood/drip/New()
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..()
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spawn(1)
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drips |= icon_state
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drips |= icon_state
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/obj/effect/decal/cleanable/blood/writing
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icon_state = "tracks"
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@@ -122,6 +122,7 @@
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processing_objects.Add(src)
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/obj/structure/spider/spiderling/Destroy()
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processing_objects.Remove(src)
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entry_vent = null
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return ..()
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@@ -234,7 +235,7 @@
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icon_state = pick("cocoon1","cocoon2","cocoon3")
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/obj/structure/spider/cocoon/Destroy()
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src.visible_message("<span class='danger'>\The [src] splits open.</span>")
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visible_message("<span class='danger'>[src] splits open.</span>")
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for(var/atom/movable/A in contents)
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A.loc = src.loc
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A.forceMove(loc)
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return ..()
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