/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.