anchor.diff:  				new /obj/effect/decal/cleanable/vomit/old(src)
   		return
   
  -	if(istype(A, /area/science) || istype(A, /area/crew_quarters/heads/hor))
  +		//Science messes. Mostly green glowy stuff -WHICH YOU SHOULD NOT INJEST-.
  +	var/static/list/science_dirt_areas = typecacheof(list(/area/science,
  +														/area/crew_quarters/heads/hor))
  +	if(is_type_in_typecache(A, medical_dirt_areas))
   		if(prob(20))
   			new /obj/effect/decal/cleanable/greenglow(src)	//this cleans itself up but it might startle you when you see it.
   		return
  
positive.code: 				new /obj/effect/decal/cleanable/flour(src)
  		return
  
  	if(istype(A, /area/medical) || istype(A, /area/crew_quarters/heads/cmo))	//Kept clean, but chance of blood
  		if(prob(66))
  			if(prob(5))
  				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  
negative.code: 				new /obj/effect/decal/cleanable/blood/old(src)
  		return
  
  		//Hangars and pods covered in oil.
  	var/static/list/oily_areas = typecacheof(list(/area/quartermaster))
  	if(is_type_in_typecache(A, oily_areas))
  		if(prob(25))
  			new /obj/effect/decal/cleanable/oil(src)
  		return
  
  
  	if(prob(75))	//low dirt  - 1/60
  		return
  
  		//Areas where gibs will be present. Robusting probably happened some time ago.
  	var/static/list/gib_covered_areas = typecacheof(list(/area/ai_monitored/turret_protected,
  														/area/prison,
  														/area/security,
  														/area/crew_quarters/heads/hos))
  	if(is_type_in_typecache(A, gib_covered_areas))
  		if(prob(20))
  			if(prob(5))
  				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  