/datum/surgery/plastic_surgery name = "plastic surgery" steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/reshape_face, /datum/surgery_step/close) possible_locs = list("head") //reshape_face /datum/surgery_step/reshape_face name = "reshape face" implements = list(/obj/item/scalpel = 100, /obj/item/kitchen/knife = 50, /obj/item/wirecutters = 35) time = 64 /datum/surgery_step/reshape_face/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) user.visible_message("[user] begins to alter [target]'s appearance.", "You begin to alter [target]'s appearance...") /datum/surgery_step/reshape_face/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(target.status_flags & DISFIGURED) target.status_flags &= ~DISFIGURED user.visible_message("[user] successfully restores [target]'s appearance!", "You successfully restore [target]'s appearance.") else var/oldname = target.real_name target.real_name = target.dna.species.random_name(target.gender,1) var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name user.visible_message("[user] alters [oldname]'s appearance completely, [target.p_they()] is now [newname]!", "You alter [oldname]'s appearance completely, [target.p_they()] is now [newname].") if(ishuman(target)) var/mob/living/carbon/human/H = target H.sec_hud_set_ID() return 1