mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 20:13:45 +01:00
@@ -13,7 +13,7 @@
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var/mob/living/carbon/M = AM
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M.slip("soap", 4, 2)
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/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
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/obj/item/weapon/soap/afterattack(atom/target, mob/user, proximity)
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if(!proximity) return
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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@@ -37,6 +37,9 @@
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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target.clean_blood()
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if(istype(target, /turf/simulated))
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var/turf/simulated/T = target
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T.dirt = 0
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return
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/obj/item/weapon/soap/attack(mob/target as mob, mob/user as mob)
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@@ -28,6 +28,7 @@
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/obj/item/weapon/mop/proc/clean(turf/simulated/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("cleaner", 1) || reagents.has_reagent("holywater", 1))
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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(is_cleanable(O))
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qdel(O)
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