/obj/effect/decal/cleanable
Vars | |
blood_state | I'm sorry but cleanable/blood code is ass, and so is blood_DNA |
---|---|
bloodiness | 0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints |
clean_type | The type of cleaning required to clean the decal. See __DEFINES/cleaning.dm for the options |
decal_reagent | The reagent this decal holds. Leave blank for none. |
mergeable_decal | When two of these are on a same tile or do we need to merge them into just one? |
reagent_amount | The amount of reagent this decal holds, if decal_reagent is defined |
Procs | |
can_bloodcrawl_in | Checks if this decal is a valid decal that can be blood crawled in. |
get_blood_color | Gets the color associated with the any blood present on this decal. If there is no blood, returns null. |
Var Details
blood_state
I'm sorry but cleanable/blood code is ass, and so is blood_DNA
bloodiness
0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
clean_type
The type of cleaning required to clean the decal. See __DEFINES/cleaning.dm for the options
decal_reagent
The reagent this decal holds. Leave blank for none.
mergeable_decal
When two of these are on a same tile or do we need to merge them into just one?
reagent_amount
The amount of reagent this decal holds, if decal_reagent is defined
Proc Details
can_bloodcrawl_in
Checks if this decal is a valid decal that can be blood crawled in.
get_blood_color
Gets the color associated with the any blood present on this decal. If there is no blood, returns null.