diff --git a/code/game/objects/effects/decals/cleanable/gibs.dm b/code/game/objects/effects/decals/cleanable/gibs.dm index a762639a7b..ce1569b242 100644 --- a/code/game/objects/effects/decals/cleanable/gibs.dm +++ b/code/game/objects/effects/decals/cleanable/gibs.dm @@ -17,7 +17,6 @@ reagents.add_reagent(gibs_reagent_id, 5) if(gibs_bloodtype) add_blood_DNA(list("Non-human DNA" = gibs_bloodtype)) - Blood_DNA = add_blood_DNA(list("Non-human DNA" = gibs_bloodtype)) update_icon() diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index ea34fe4c79..37c00ac66d 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -9,17 +9,7 @@ color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere. var/list/Blood_DNA = list() -/obj/effect/decal/cleanable/blood/Initialize(mapload, list/datum/disease/diseases) - ..() - get_blood_lists() - -/obj/effect/decal/cleanable/blood/proc/get_blood_lists() - if(!Blood_DNA.len) - Blood_DNA = return_blood_DNA() - /obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C) - if(C.Blood_DNA) - Blood_DNA |= C.Blood_DNA.Copy() C.add_blood_DNA(return_blood_DNA()) if (bloodiness) if (C.bloodiness < MAX_SHOE_BLOODINESS)