Well-used corridors become dirty with time

This commit is contained in:
ZomgPonies
2013-11-21 21:41:32 -05:00
parent 379d6851f3
commit 71ef471186
2 changed files with 7 additions and 1 deletions
+1
View File
@@ -23,6 +23,7 @@
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
reagents.reaction(A,1,10)
A.clean_blood()
A.dirt = 0
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
+6 -1
View File
@@ -8,7 +8,7 @@
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/dirt = 0
/turf/simulated/New()
..()
levelupdate()
@@ -27,6 +27,11 @@
if (istype(A,/mob/living/carbon))
var/mob/living/carbon/M = A
if(M.lying) return
dirt++
if (dirt > 40)
dirt = 0
if (!locate(/obj/effect/decal/cleanable/dirt, src))
new/obj/effect/decal/cleanable/dirt(src)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))