diff --git a/code/game/objects/items/weapons/clown_items.dm b/code/game/objects/items/weapons/clown_items.dm index db6035bddbe..dc1a9536357 100644 --- a/code/game/objects/items/weapons/clown_items.dm +++ b/code/game/objects/items/weapons/clown_items.dm @@ -13,7 +13,7 @@ var/mob/living/carbon/M = AM M.slip("soap", 4, 2) -/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity) +/obj/item/weapon/soap/afterattack(atom/target, mob/user, proximity) if(!proximity) return //I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing. //So this is a workaround. This also makes more sense from an IC standpoint. ~Carn @@ -37,6 +37,9 @@ var/obj/effect/decal/cleanable/C = locate() in target qdel(C) target.clean_blood() + if(istype(target, /turf/simulated)) + var/turf/simulated/T = target + T.dirt = 0 return /obj/item/weapon/soap/attack(mob/target as mob, mob/user as mob) diff --git a/code/game/objects/items/weapons/mop.dm b/code/game/objects/items/weapons/mop.dm index 06bb11dd59e..2e197926291 100644 --- a/code/game/objects/items/weapons/mop.dm +++ b/code/game/objects/items/weapons/mop.dm @@ -28,6 +28,7 @@ /obj/item/weapon/mop/proc/clean(turf/simulated/A) if(reagents.has_reagent("water", 1) || reagents.has_reagent("cleaner", 1) || reagents.has_reagent("holywater", 1)) A.clean_blood() + A.dirt = 0 for(var/obj/effect/O in A) if(is_cleanable(O)) qdel(O)