Game folder
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@@ -5,7 +5,6 @@
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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var/beauty
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -26,10 +25,6 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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/obj/effect/decal/cleanable/ComponentInitialize()
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. = ..()
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addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, beauty), 0) //inb4 i get yelled at for using the beauty var on cleanable instead of calling this proc on every subtype which would be pedantic and actually run worse.
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
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if(mergeable_decal)
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return TRUE
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@@ -77,7 +72,7 @@
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..()
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if(ishuman(O))
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var/mob/living/carbon/human/H = O
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if(H.shoes && blood_state && bloodiness)
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if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
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var/obj/item/clothing/shoes/S = H.shoes
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var/add_blood = 0
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if(bloodiness >= BLOOD_GAIN_PER_STEP)
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