diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm index e8f0ea9b6f..04d931596f 100644 --- a/code/game/objects/structures/watercloset.dm +++ b/code/game/objects/structures/watercloset.dm @@ -287,8 +287,8 @@ /obj/machinery/shower/proc/wash_obj(atom/movable/O) - O.clean_blood() - + . = O.clean_blood() + O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) if(isitem(O)) var/obj/item/I = O I.acid_level = 0 @@ -298,7 +298,8 @@ /obj/machinery/shower/proc/wash_turf() if(isturf(loc)) var/turf/tile = loc - loc.clean_blood() + tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) + tile.clean_blood() for(var/obj/effect/E in tile) if(is_cleanable(E)) qdel(E) @@ -308,14 +309,15 @@ L.wash_cream() L.ExtinguishMob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily + L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) if(iscarbon(L)) var/mob/living/carbon/M = L . = 1 check_heat(M) for(var/obj/item/I in M.held_items) - I.clean_blood() + wash_obj(I) if(M.back) - if(M.back.clean_blood()) + if(wash_obj(M.back)) M.update_inv_back(0) if(ishuman(M)) var/mob/living/carbon/human/H = M @@ -341,38 +343,38 @@ washglasses = !(H.wear_mask.flags_inv & HIDEEYES) if(H.head) - if(H.head.clean_blood()) + if(wash_obj(H.head)) H.update_inv_head() - if(H.wear_suit) + if(wash_obj(H.wear_suit)) if(H.wear_suit.clean_blood()) H.update_inv_wear_suit() - else if(H.w_uniform) + else if(wash_obj(H.w_uniform)) if(H.w_uniform.clean_blood()) H.update_inv_w_uniform() if(washgloves) H.clean_blood() if(H.shoes && washshoes) - if(H.shoes.clean_blood()) + if(wash_obj(H.shoes)) H.update_inv_shoes() if(H.wear_mask) if(washmask) - if(H.wear_mask.clean_blood()) + if(wash_obj(H.wear_mask)) H.update_inv_wear_mask() else H.lip_style = null H.update_body() if(H.glasses && washglasses) - if(H.glasses.clean_blood()) + if(wash_obj(H.glasses)) H.update_inv_glasses() if(H.ears && washears) - if(H.ears.clean_blood()) + if(wash_obj(H.ears)) H.update_inv_ears() if(H.belt) - if(H.belt.clean_blood()) + if(wash_obj(H.belt)) H.update_inv_belt() else if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags - if(M.wear_mask.clean_blood()) + if(wash_obj(M.wear_mask)) M.update_inv_wear_mask(0) M.clean_blood() else