[MIRROR] Fixes to more Initialize procs (#2733)
* Fixes to more Initialize procs * Update ai_monitored.dm * Update cleanable.dm * Update instruments.dm * Update musician.dm * Update noticeboard.dm * Update mimic.dm * Update interactive.dm
This commit is contained in:
committed by
Poojawa
parent
b4c27d5533
commit
e4db027692
@@ -18,7 +18,7 @@
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var/obj/effect/countdown/anomaly/countdown
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/obj/effect/anomaly/Initialize(mapload, new_lifespan)
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..()
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. = ..()
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GLOB.poi_list |= src
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START_PROCESSING(SSobj, src)
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impact_area = get_area(src)
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@@ -1,91 +1,91 @@
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = ABOVE_NORMAL_TURF_LAYER
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var/list/random_icon_states = list()
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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 = 1 //when two of these are on a same tile or do we need to merge them into just one?
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/obj/effect/decal/cleanable/Initialize(mapload)
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if (random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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create_reagents(300)
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if(src.loc && isturf(src.loc))
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for(var/obj/effect/decal/cleanable/C in src.loc)
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if(C != src && C.type == src.type)
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replace_decal(C)
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..()
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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if(mergeable_decal)
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qdel(C)
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/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
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if(src.reagents && W.reagents)
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. = 1 //so the containers don't splash their content on the src while scooping.
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if(!src.reagents.total_volume)
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to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
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return
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if(W.reagents.total_volume >= W.reagents.maximum_volume)
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to_chat(user, "<span class='notice'>[W] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You scoop up [src] into [W]!</span>")
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reagents.trans_to(W, reagents.total_volume)
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if(!reagents.total_volume) //scooped up all of it
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qdel(src)
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return
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if(W.is_hot()) //todo: make heating a reagent holder proc
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if(istype(W, /obj/item/clothing/mask/cigarette))
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return
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else
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var/hotness = W.is_hot()
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var/added_heat = (hotness / 100)
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src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
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src.reagents.handle_reactions()
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to_chat(user, "<span class='notice'>You heat [src] with [W]!</span>")
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else
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return ..()
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/obj/effect/decal/cleanable/ex_act()
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if(reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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R.on_ex_act()
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..()
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/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
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if(reagents)
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reagents.chem_temp += 30
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reagents.handle_reactions()
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..()
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/Crossed(atom/movable/O)
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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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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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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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else
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return 0
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = ABOVE_NORMAL_TURF_LAYER
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var/list/random_icon_states = list()
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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 = 1 //when two of these are on a same tile or do we need to merge them into just one?
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/obj/effect/decal/cleanable/Initialize(mapload)
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if (random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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create_reagents(300)
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if(src.loc && isturf(src.loc))
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for(var/obj/effect/decal/cleanable/C in src.loc)
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if(C != src && C.type == src.type)
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replace_decal(C)
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. = ..()
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/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
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if(mergeable_decal)
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qdel(C)
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/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
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if(src.reagents && W.reagents)
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. = 1 //so the containers don't splash their content on the src while scooping.
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if(!src.reagents.total_volume)
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to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
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return
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if(W.reagents.total_volume >= W.reagents.maximum_volume)
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to_chat(user, "<span class='notice'>[W] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You scoop up [src] into [W]!</span>")
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reagents.trans_to(W, reagents.total_volume)
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if(!reagents.total_volume) //scooped up all of it
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qdel(src)
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return
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if(W.is_hot()) //todo: make heating a reagent holder proc
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if(istype(W, /obj/item/clothing/mask/cigarette))
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return
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else
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var/hotness = W.is_hot()
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var/added_heat = (hotness / 100)
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src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
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src.reagents.handle_reactions()
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to_chat(user, "<span class='notice'>You heat [src] with [W]!</span>")
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else
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return ..()
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/obj/effect/decal/cleanable/ex_act()
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if(reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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R.on_ex_act()
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..()
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/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
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if(reagents)
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reagents.chem_temp += 30
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reagents.handle_reactions()
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..()
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/Crossed(atom/movable/O)
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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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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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add_blood = BLOOD_GAIN_PER_STEP
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else
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add_blood = bloodiness
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bloodiness -= add_blood
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S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
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if(blood_DNA && blood_DNA.len)
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S.add_blood(blood_DNA)
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S.blood_state = blood_state
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update_icon()
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H.update_inv_shoes()
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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else
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return 0
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@@ -19,7 +19,7 @@
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bloodiness = 0
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/obj/effect/decal/cleanable/blood/old/Initialize()
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..()
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. = ..()
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icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
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blood_DNA["Non-human DNA"] = "A+"
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@@ -54,7 +54,7 @@
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mergeable_decal = 0
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/obj/effect/decal/cleanable/blood/gibs/Initialize()
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..()
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. = ..()
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reagents.add_reagent("liquidgibs", 5)
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/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
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@@ -94,7 +94,7 @@
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bloodiness = 0
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/obj/effect/decal/cleanable/blood/gibs/old/Initialize()
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..()
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. = ..()
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setDir(pick(1,2,4,8))
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icon_state += "-old"
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blood_DNA["Non-human DNA"] = "A+"
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@@ -12,7 +12,7 @@
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mergeable_decal = 0
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/obj/effect/decal/cleanable/ash/Initialize()
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..()
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. = ..()
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reagents.add_reagent("ash", 30)
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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@@ -22,7 +22,7 @@
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icon_state = "big_ash"
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/obj/effect/decal/cleanable/ash/large/Initialize()
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..()
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. = ..()
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reagents.add_reagent("ash", 30) //double the amount of ash.
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@@ -44,7 +44,7 @@
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icon_state = "greenglow"
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/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
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..()
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. = ..()
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set_light(1)
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/obj/effect/decal/cleanable/greenglow/ex_act()
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@@ -102,7 +102,7 @@
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desc = "You try not to look at the chunks, and fail."
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/obj/effect/decal/cleanable/vomit/old/Initialize()
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..()
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. = ..()
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icon_state += "-old"
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/obj/effect/decal/cleanable/tomato_smudge
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@@ -153,7 +153,7 @@
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/obj/effect/decal/cleanable/shreds/Initialize()
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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..()
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. = ..()
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/obj/effect/decal/cleanable/salt
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name = "salt pile"
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@@ -48,7 +48,7 @@
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/oil/Initialize()
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..()
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. = ..()
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reagents.add_reagent("oil", 30)
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/obj/effect/decal/cleanable/oil/streak
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@@ -7,7 +7,7 @@
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var/do_icon_rotate = TRUE
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/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
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..()
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. = ..()
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name = e_name
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desc = "A [name] vandalizing the station."
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@@ -6,7 +6,7 @@
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duration = 25
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/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
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..()
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. = ..()
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var/atom/old_loc = loc
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loc = get_turf(src)
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pixel_x = old_loc.pixel_x
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