Cleaner no longer resets Light Tiles. (#16070)

* Cleaner no longer resets Light Tiles.

* Update code/modules/reagents/chemistry/reagents/water.dm

Spacing

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* Creates a Clean proc, overrides it for light tile

* Forgot to fix this when copy pasting.

* Update code/game/turfs/turf.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/turfs/simulated/floor/light_floor.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/turfs/turf.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Updates other files to match proc name

* Calls parent function instead of duplicating code.

* Update code/modules/reagents/chemistry/reagents/water.dm

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
This commit is contained in:
Dragonkiller93
2021-06-08 07:04:28 -07:00
committed by GitHub
parent cabe76044a
commit d4402f2ebb
3 changed files with 20 additions and 14 deletions
@@ -80,3 +80,8 @@
/turf/simulated/floor/light/extinguish_light()
toggle_light(FALSE)
visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
/turf/simulated/floor/light/clean(floor_only)
var/color_save = color
..()
color = color_save
+14
View File
@@ -330,6 +330,20 @@
/turf/proc/Bless()
flags |= NOJAUNT
/turf/proc/clean(floor_only)
for(var/obj/effect/decal/cleanable/C in src)
var/obj/effect/decal/cleanable/blood/B = C
if(istype(B) && B.off_floor)
floor_only = FALSE
else
qdel(C)
color = initial(color)
if(floor_only)
clean_blood()
for(var/mob/living/simple_animal/slime/M in src)
M.adjustToxLoss(rand(5, 10))
// Defined here to avoid runtimes
/turf/proc/MakeDry(wet_setting = TURF_WET_WATER)
return
@@ -67,20 +67,7 @@
O.clean_blood()
/datum/reagent/space_cleaner/reaction_turf(turf/T, volume)
if(volume >= 1)
var/floor_only = TRUE
for(var/obj/effect/decal/cleanable/C in T)
var/obj/effect/decal/cleanable/blood/B = C
if(istype(B) && B.off_floor)
floor_only = FALSE
else
qdel(C)
T.color = initial(T.color)
if(floor_only)
T.clean_blood()
for(var/mob/living/simple_animal/slime/M in T)
M.adjustToxLoss(rand(5, 10))
T.clean(volume >= 1)
/datum/reagent/space_cleaner/reaction_mob(mob/living/M, method=REAGENT_TOUCH, volume)
M.clean_blood()