Area Refactor + Var-edit Cleanup
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@@ -25,7 +25,7 @@
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//The code below here isn't exactly optimal, but because of the individual decals that each area uses it's still applicable.
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//high dirt - 1/3
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if(istype(A, /area/toxins/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/wreck) || istype(A, /area/derelict) || istype(A, /area/djstation))
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if(istype(A, /area/science/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/wreck) || istype(A, /area/derelict) || istype(A, /area/djstation))
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new /obj/effect/decal/cleanable/dirt(src) //vanilla, but it works
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return
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@@ -46,7 +46,7 @@
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new /obj/effect/decal/cleanable/dirt(src)
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return
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if(istype(A, /area/crew_quarters/toilet) || istype(A, /area/crew_quarters/locker/locker_toilet))
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if(istype(A, /area/crew_quarters/toilet) || istype(A, /area/crew_quarters/toilet/locker))
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if(prob(40))
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if(prob(90))
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new /obj/effect/decal/cleanable/vomit/old(src)
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@@ -79,7 +79,7 @@
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new /obj/effect/decal/cleanable/flour(src)
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return
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if(istype(A, /area/medical)) //Kept clean, but chance of blood
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if(istype(A, /area/medical) || !istype(A, /area/science/robotics)) //Kept clean, but chance of blood
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if(prob(66))
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if(prob(5))
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new /obj/effect/decal/cleanable/blood/gibs/old(src)
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@@ -92,7 +92,7 @@
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new /obj/effect/decal/cleanable/vomit/old(src)
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return
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if(istype(A, /area/toxins))
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if(istype(A, /area/science) || istype(A, /area/crew_quarters/heads/hor))
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if(prob(20))
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new /obj/effect/decal/cleanable/greenglow(src) //this cleans itself up but it might startle you when you see it.
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return
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