reverts the majority of clean act because it doesn't work properly otherwise
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@@ -689,16 +689,17 @@
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if(..())
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dropItemToGround(I)
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/mob/living/carbon/human/clean_blood(datum/source, strength)
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. = ..()
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// we've made our strength check already
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if(gloves)
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if(SEND_SIGNAL(gloves, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD))
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update_inv_gloves()
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/mob/living/carbon/human/clean_blood()
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var/mob/living/carbon/human/H = src
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if(H.gloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves()
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else
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if(bloody_hands)
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bloody_hands = 0
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update_inv_gloves()
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..() // Clear the Blood_DNA list
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves()
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update_icons() //apply the now updated overlays to the mob
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/mob/living/carbon/human/wash_cream()
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if(creamed) //clean both to prevent a rare bug
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@@ -168,7 +168,6 @@
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/mob/living/simple_animal/hostile/alien/maid/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/cleaning)
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/mob/living/simple_animal/hostile/alien/maid/AttackingTarget()
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if(ismovableatom(target))
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@@ -177,6 +176,6 @@
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qdel(target)
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return TRUE
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var/atom/movable/M = target
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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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visible_message("[src] polishes \the [target].")
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return TRUE
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