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Polaris/code/game/objects/effects/decals/Cleanable/robots.dm

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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/blood/gibs/robot
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor="#2B2B2B"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
return
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
new /obj/effect/decal/cleanable/blood/oil/streak(src.loc)
else if (prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/robot/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
basecolor="#3B3B3B"
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")