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Well-used corridors become dirty with time
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@@ -23,6 +23,7 @@
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obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
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reagents.reaction(A,1,10)
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A.clean_blood()
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A.dirt = 0
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for(var/obj/effect/O in A)
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if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
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del(O)
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@@ -8,7 +8,7 @@
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nitrogen = MOLES_N2STANDARD
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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var/dirt = 0
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/turf/simulated/New()
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..()
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levelupdate()
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@@ -27,6 +27,11 @@
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if (istype(A,/mob/living/carbon))
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var/mob/living/carbon/M = A
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if(M.lying) return
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dirt++
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if (dirt > 40)
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dirt = 0
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if (!locate(/obj/effect/decal/cleanable/dirt, src))
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new/obj/effect/decal/cleanable/dirt(src)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))
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