anchor.diff:  				new /obj/effect/decal/cleanable/flour(src)
   		return
   
  -	if(istype(A, /area/medical) || !istype(A, /area/science/robotics))	//Kept clean, but chance of blood
  +	if(istype(A, /area/medical))	//Kept clean, but chance of blood
   		if(prob(66))
   			if(prob(5))
   				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  
positive.code: 	if(prob(80))	//mid dirt  - 1/15
  		return
  
  	if(istype(A, /area/engine) || istype(A,/area/assembly) || istype(A,/area/maintenance) || istype(A,/area/construction))
  	 	//Blood, sweat, and oil.  Oh, and dirt.
  		if(prob(3))
  			new /obj/effect/decal/cleanable/blood/old(src)
  
negative.code: 	if(prob(75))	//low dirt  - 1/60
  		return
  
  	if(istype(A, /area/ai_monitored/turret_protected) || istype(A, /area/prison) || istype(A, /area/security) || istype(A, /area/crew_quarters/heads/hos))	//chance of incident
  		if(prob(20))
  			if(prob(5))
  				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  