/obj/effect/decal/cleanable/blood/reagent //Yes, we are using the blood system for this name = "liquid" dryname = "dried liquid" desc = "It's a liquid, how boring and bland." drydesc = "It's dry and crusty and boring and bland." basecolor = "#FFFFFF" var/ckey_source = null //The person the liquid came from var/ckey_spawner = null //The person who extracted the reagent var/custombasename = null var/custombasedesc = null var/custombasecolor = null /obj/effect/decal/cleanable/blood/reagent/Initialize(mapload, var/spill_name, var/spill_color, var/spill_reagentid, var/new_amount, var/ckey_user, var/ckey_spawn) . = ..() switch(spill_reagentid) //To ensure that if people spill some liquids, it wont cause issues with spawning, like spilling blood. Also allow for spilling of certain things to if("blood") return if("water") //Dont recall if we have a water puddle system, but keeping this blacklisted, would be silly with dried water puddles. return ckey_source = ckey_spawn ckey_spawner = ckey_user name = "[spill_name]" dryname = "dried [spill_name]" desc = "It's a puddle of [spill_name]" drydesc = "It's a dried puddle of [spill_name]" basecolor = spill_color amount = new_amount custombasename = "[spill_name]" custombasedesc = "It's a puddle of [spill_name]" custombasecolor = spill_color update_icon() START_PROCESSING(SSobj, src) /obj/effect/decal/cleanable/blood/reagent/update_icon() if(custombasecolor == "rainbow") custombasecolor = get_random_colour(1) color = custombasecolor name = custombasename desc = custombasedesc /obj/effect/decal/cleanable/blood/reagent/Crossed(mob/living/carbon/human/perp) //Nothing, we dont wanna spread our mess all over, at least not until people want that