mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 00:53:23 +01:00
Reintegrate mob fire
I took out the entire on_fire system to work on LINDA. This commit readds it.
This commit is contained in:
@@ -96,6 +96,10 @@
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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if(overcharged)
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M.adjust_fire_stacks(6)
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M.IgniteMob()
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burn_out()
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return 1
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else if(issilicon(M))
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@@ -163,6 +163,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/clothing/mask/cigarette/process()
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var/turf/location = get_turf(src)
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var/mob/living/M = loc
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if(isliving(loc))
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M.IgniteMob()
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smoketime--
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if(smoketime < 1)
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die()
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@@ -449,7 +452,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!isliving(M))
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return
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// M.IgniteMob() //linda shit do later
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M.IgniteMob()
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if(!istype(M, /mob))
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return
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@@ -157,6 +157,9 @@
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for(var/atom/atm in get_turf(W))
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if(!W) return
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W.reagents.reaction(atm)
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if(isliving(atm)) //For extinguishing mobs on fire
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var/mob/living/M = atm
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M.ExtinguishMob()
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if(W.loc == my_target) break
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sleep(2)
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@@ -373,6 +373,8 @@
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V.welded = 1
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V.update_icon()
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V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
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for(var/mob/living/L in T)
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L.ExtinguishMob()
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return
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/datum/effect/effect/system/freezing_smoke_spread
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@@ -267,7 +267,9 @@
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var/turf/location = get_turf(user)
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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if(isliving(O))
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var/mob/living/L = O
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L.IgniteMob()
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return
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@@ -205,76 +205,80 @@
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/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
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if(!on) return
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if(iscarbon(O))
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var/mob/living/carbon/M = O
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M << "<span class='warning'>You've been drenched in water!</span>"
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if(M.r_hand)
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M.r_hand.clean_blood()
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if(M.l_hand)
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M.l_hand.clean_blood()
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if(M.back)
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if(M.back.clean_blood())
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M.update_inv_back(0)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/washgloves = 1
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var/washshoes = 1
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var/washmask = 1
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var/washears = 1
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var/washglasses = 1
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if(isliving(O))
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var/mob/living/L = O
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L.ExtinguishMob()
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L.fire_stacks = -20 //Douse ourselves with water to avoid fire more easily
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L << "<span class='warning'>You've been drenched in water!</span>"
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if(iscarbon(O))
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var/mob/living/carbon/M = O
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if(M.r_hand)
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M.r_hand.clean_blood()
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if(M.l_hand)
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M.l_hand.clean_blood()
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if(M.back)
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if(M.back.clean_blood())
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M.update_inv_back(0)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/washgloves = 1
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var/washshoes = 1
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var/washmask = 1
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var/washears = 1
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var/washglasses = 1
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if(H.wear_suit)
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washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
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washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
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if(H.wear_suit)
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washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
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washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
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if(H.head)
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washmask = !(H.head.flags_inv & HIDEMASK)
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washglasses = !(H.head.flags_inv & HIDEEYES)
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washears = !(H.head.flags_inv & HIDEEARS)
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if(H.head)
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washmask = !(H.head.flags_inv & HIDEMASK)
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washglasses = !(H.head.flags_inv & HIDEEYES)
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washears = !(H.head.flags_inv & HIDEEARS)
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if(H.wear_mask)
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if (washears)
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washears = !(H.wear_mask.flags_inv & HIDEEARS)
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if (washglasses)
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washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
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if(H.wear_mask)
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if (washears)
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washears = !(H.wear_mask.flags_inv & HIDEEARS)
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if (washglasses)
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washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
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if(H.head)
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if(H.head.clean_blood())
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H.update_inv_head(0,0)
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if(H.wear_suit)
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if(H.wear_suit.clean_blood())
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H.update_inv_wear_suit(0,0)
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else if(H.w_uniform)
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if(H.w_uniform.clean_blood())
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H.update_inv_w_uniform(0,0)
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if(H.gloves && washgloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0,0)
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if(H.shoes && washshoes)
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if(H.shoes.clean_blood())
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H.update_inv_shoes(0,0)
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if(H.wear_mask && washmask)
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if(H.wear_mask.clean_blood())
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H.update_inv_wear_mask(0)
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if(H.glasses && washglasses)
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if(H.glasses.clean_blood())
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H.update_inv_glasses(0)
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if(H.l_ear && washears)
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if(H.l_ear.clean_blood())
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H.update_inv_ears(0)
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if(H.r_ear && washears)
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if(H.r_ear.clean_blood())
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H.update_inv_ears(0)
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if(H.belt)
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if(H.belt.clean_blood())
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H.update_inv_belt(0)
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else
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if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
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if(M.wear_mask.clean_blood())
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M.update_inv_wear_mask(0)
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if(H.head)
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if(H.head.clean_blood())
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H.update_inv_head(0,0)
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if(H.wear_suit)
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if(H.wear_suit.clean_blood())
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H.update_inv_wear_suit(0,0)
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else if(H.w_uniform)
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if(H.w_uniform.clean_blood())
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H.update_inv_w_uniform(0,0)
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if(H.gloves && washgloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0,0)
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if(H.shoes && washshoes)
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if(H.shoes.clean_blood())
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H.update_inv_shoes(0,0)
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if(H.wear_mask && washmask)
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if(H.wear_mask.clean_blood())
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H.update_inv_wear_mask(0)
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if(H.glasses && washglasses)
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if(H.glasses.clean_blood())
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H.update_inv_glasses(0)
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if(H.l_ear && washears)
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if(H.l_ear.clean_blood())
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H.update_inv_ears(0)
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if(H.r_ear && washears)
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if(H.r_ear.clean_blood())
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H.update_inv_ears(0)
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if(H.belt)
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if(H.belt.clean_blood())
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H.update_inv_belt(0)
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else
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if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
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if(M.wear_mask.clean_blood())
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M.update_inv_wear_mask(0)
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else
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O.clean_blood()
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O.clean_blood()
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if(isturf(loc))
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var/turf/tile = loc
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