reverts forensics components. If I can't figure it out, MURDER IT
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@@ -12,28 +12,28 @@
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if(!isturf(tile))
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return
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SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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tile.clean_blood()
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for(var/A in tile)
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if(is_cleanable(A))
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qdel(A)
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else if(istype(A, /obj/item))
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var/obj/item/I = A
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SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(ismob(I.loc))
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var/mob/M = I.loc
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else if(isitem(A))
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var/obj/item/cleaned_item = A
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cleaned_item.clean_blood()
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if(ismob(cleaned_item.loc))
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var/mob/M = cleaned_item.loc
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M.regenerate_icons()
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else if(ishuman(A))
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var/mob/living/carbon/human/cleaned_human = A
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if(cleaned_human.lying)
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if(cleaned_human.head)
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SEND_SIGNAL(cleaned_human.head, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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cleaned_human.head.clean_blood()
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if(cleaned_human.wear_suit)
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SEND_SIGNAL(cleaned_human.wear_suit, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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cleaned_human.wear_suit.clean_blood()
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else if(cleaned_human.w_uniform)
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SEND_SIGNAL(cleaned_human.w_uniform, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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cleaned_human.w_uniform.clean_blood()
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if(cleaned_human.shoes)
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SEND_SIGNAL(cleaned_human.shoes, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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SEND_SIGNAL(cleaned_human, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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cleaned_human.shoes.clean_blood()
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cleaned_human.clean_blood()
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cleaned_human.wash_cream()
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cleaned_human.regenerate_icons()
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to_chat(cleaned_human, "<span class='danger'>[AM] cleans your face!</span>")
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