reverts the majority of clean act because it doesn't work properly otherwise
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@@ -539,6 +539,18 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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M.become_blind(EYE_DAMAGE)
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to_chat(M, "<span class='danger'>You go blind!</span>")
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/obj/item/clean_blood()
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. = ..()
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if(.)
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if(blood_splatter_icon)
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cut_overlay(blood_splatter_icon)
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cut_overlay(blood_overlay)
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/obj/item/clothing/gloves/clean_blood()
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. = ..()
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if(.)
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transfer_blood = 0
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/obj/item/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FOUR)
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@@ -26,7 +26,7 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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A.clean_blood()
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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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@@ -346,7 +346,8 @@
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icon_state = "dualsaber[item_color][wielded]"
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else
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icon_state = "dualsaber0"
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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clean_blood()
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/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(user.has_dna())
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@@ -317,7 +317,7 @@
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/obj/machinery/shower/proc/wash_obj(obj/O)
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. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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. = O.clean_blood()
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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if(isitem(O))
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var/obj/item/I = O
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@@ -328,15 +328,14 @@
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/obj/machinery/shower/proc/wash_turf()
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if(isturf(loc))
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var/turf/tile = loc
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SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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tile.clean_blood()
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for(var/obj/effect/E in tile)
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if(is_cleanable(E))
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qdel(E)
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/obj/machinery/shower/proc/wash_mob(mob/living/L)
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SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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L.wash_cream()
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L.ExtinguishMob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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@@ -381,7 +380,7 @@
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else if(H.w_uniform && wash_obj(H.w_uniform))
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H.update_inv_w_uniform()
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if(washgloves)
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SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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H.clean_blood()
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if(H.shoes && washshoes && wash_obj(H.shoes))
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H.update_inv_shoes()
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if(H.wear_mask && washmask && wash_obj(H.wear_mask))
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@@ -398,9 +397,9 @@
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else
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if(M.wear_mask && wash_obj(M.wear_mask))
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M.update_inv_wear_mask(0)
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SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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M.clean_blood()
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else
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SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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L.clean_blood()
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/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
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var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
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@@ -498,7 +497,7 @@
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H.regenerate_icons()
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user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
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else
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SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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user.clean_blood()
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/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
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if(busy)
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@@ -554,7 +553,7 @@
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busy = FALSE
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return 1
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busy = FALSE
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SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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O.clean_blood()
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O.acid_level = 0
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create_reagents(5)
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reagents.add_reagent(dispensedreagent, 5)
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