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Fix xeno gib remains (#8232)
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# About the pull request
Was broken by decal burning
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# Explain why it's good for the game
Fixes a bug
# Testing Photographs and Procedure
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<summary>Screenshots & Videos</summary>

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# Changelog
:cl:
fix: Fixed xeno gib remains not appearing
/:cl:
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Git-Nivrak authored Jan 27, 2025
1 parent fac623c commit 3af5344
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Showing 2 changed files with 9 additions and 4 deletions.
8 changes: 8 additions & 0 deletions code/game/objects/effects/decals/remains.dm
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,14 @@
anchored = TRUE
layer = BELOW_OBJ_LAYER

/obj/effect/decal/remains/xeno/Initialize(mapload, icon, icon_state, pixel_x)
. = ..()

src.icon = icon
src.icon_state = icon_state
src.pixel_x = pixel_x


/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
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5 changes: 1 addition & 4 deletions code/modules/mob/living/carbon/xenomorph/death.dm
Original file line number Diff line number Diff line change
Expand Up @@ -150,10 +150,7 @@
no_remains = TRUE

if(!no_remains)
var/obj/effect/decal/remains/xeno/remains = new(get_turf(src))
remains.pixel_x = pixel_x //For 2x2.
remains.icon_state = "gibbed-a-corpse"
remains.icon = icon
new /obj/effect/decal/remains/xeno(get_turf(src), icon, "gibbed-a-corpse", pixel_x)

check_blood_splash(35, BURN, 65, 2) //Some testing numbers. 35 burn, 65 chance.

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