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* 'Mirrors now display your reflection' Redux. (#77202) ## About The Pull Request This is a revamp of #62638, which is in turn a remake of #49833, a whooping 3 years old PR, that adds one component to the game, used by mirrors, to do what it reads on the title. Thanks ChungusGamer for reminding me about it. This time with vampires not being shown in mirrors. ## Why It's Good For The Game I'm going to post the old screenshots here since I've forgot to take some during the latests tests, while I was busy cussing about a tiny little detail I couldn't achieve (see the documentation on the component path so I don't have to be verbose about it). They look more or less the same, except the visuals look a little less cropped now, ergo nicer-looking:  and here another from the previous attempt at PRing this:  ## Changelog 🆑 image: Mirrors now display a reflection of the mobs next to them... except for vampires. /🆑 * 'Mirrors now display your reflection' Redux. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
339 lines
12 KiB
Plaintext
339 lines
12 KiB
Plaintext
/obj/structure/mirror
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name = "mirror"
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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movement_type = FLOATING
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 0.5
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/obj/structure/mirror/Initialize(mapload)
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. = ..()
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var/static/list/reflection_filter = alpha_mask_filter(icon = icon('icons/obj/watercloset.dmi', "mirror_mask"))
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var/static/matrix/reflection_matrix = matrix(0.75, 0, 0, 0, 0.75, 0)
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var/datum/callback/can_reflect = CALLBACK(src, PROC_REF(can_reflect))
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var/list/update_signals = list(COMSIG_ATOM_BREAK)
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AddComponent(/datum/component/reflection, reflection_filter = reflection_filter, reflection_matrix = reflection_matrix, can_reflect = can_reflect, update_signals = update_signals)
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/obj/structure/mirror/proc/can_reflect(atom/movable/target)
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///I'm doing it this way too, because the signal is sent before the broken variable is set to TRUE.
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if(atom_integrity <= integrity_failure * max_integrity)
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return FALSE
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if(broken || !isliving(target) || HAS_TRAIT(target, TRAIT_NO_MIRROR_REFLECTION))
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return FALSE
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return TRUE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
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/obj/structure/mirror/broken
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icon_state = "mirror_broke"
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/obj/structure/mirror/broken/Initialize(mapload)
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. = ..()
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atom_break(null, mapload)
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror/broken, 28)
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/* SKYRAT EDIT REMOVAL
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/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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if(broken || !Adjacent(user))
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return TRUE
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if(!ishuman(user))
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return TRUE
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var/mob/living/carbon/human/hairdresser = user
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//handle facial hair (if necessary)
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if(hairdresser.gender != FEMALE)
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var/new_style = tgui_input_list(user, "Select a facial hairstyle", "Grooming", GLOB.facial_hairstyles_list)
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if(isnull(new_style))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE //no tele-grooming
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if(HAS_TRAIT(hairdresser, TRAIT_SHAVED))
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to_chat(hairdresser, span_notice("If only growing back facial hair were that easy for you..."))
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return TRUE
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hairdresser.set_facial_hairstyle(new_style, update = TRUE)
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else
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hairdresser.set_facial_hairstyle("Shaved", update = TRUE)
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//handle normal hair
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var/new_style = tgui_input_list(user, "Select a hairstyle", "Grooming", GLOB.hairstyles_list)
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if(isnull(new_style))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE //no tele-grooming
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if(HAS_TRAIT(hairdresser, TRAIT_BALD))
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to_chat(hairdresser, span_notice("If only growing back hair were that easy for you..."))
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return TRUE
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hairdresser.set_hairstyle(new_style, update = TRUE)
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*/
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/obj/structure/mirror/examine_status(mob/user)
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if(broken)
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return list()// no message spam
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return ..()
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/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
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if(broken || !istype(user) || !I.force)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
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user.AddComponent(/datum/component/omen)
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/obj/structure/mirror/bullet_act(obj/projectile/P)
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if(broken || !isliving(P.firer) || !P.damage)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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var/mob/living/unlucky_dude = P.firer
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to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
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unlucky_dude.AddComponent(/datum/component/omen)
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/obj/structure/mirror/atom_break(damage_flag, mapload)
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. = ..()
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if(broken || (flags_1 & NODECONSTRUCT_1))
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return
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icon_state = "mirror_broke"
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if(!mapload)
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playsound(src, SFX_SHATTER, 70, TRUE)
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if(desc == initial(desc))
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desc = "Oh no, seven years of bad luck!"
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broken = TRUE
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/obj/structure/mirror/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(!disassembled)
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new /obj/item/shard(loc)
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else
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new /obj/item/wallframe/mirror(loc)
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qdel(src)
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/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
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..()
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if(user.combat_mode)
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return FALSE
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if(!broken)
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return TRUE
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if(!I.tool_start_check(user, amount=1))
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return TRUE
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balloon_alert(user, "repairing...")
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if(I.use_tool(src, user, 10, volume = 50))
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balloon_alert(user, "repaired")
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broken = FALSE
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icon_state = initial(icon_state)
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desc = initial(desc)
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return TRUE
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/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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if(BURN)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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/obj/item/wallframe/mirror
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name = "mirror"
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desc = "An unmounted mirror. Attach it to a wall to use."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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custom_materials = list(
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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/datum/material/silver = SHEET_MATERIAL_AMOUNT,
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)
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result_path = /obj/structure/mirror
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pixel_shift = 28
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/obj/structure/mirror/magic
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name = "magic mirror"
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desc = "Turn and face the strange... face."
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icon_state = "magic_mirror"
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///Flags this race must have to be selectable with this type of mirror.
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var/race_flags = MIRROR_MAGIC
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///List of all Races that can be chosen, decided by its Initialize.
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var/list/selectable_races = list()
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/obj/structure/mirror/magic/Initialize(mapload)
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. = ..()
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if(length(selectable_races))
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return
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for(var/datum/species/species_type as anything in subtypesof(/datum/species))
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if(initial(species_type.changesource_flags) & race_flags)
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selectable_races[initial(species_type.name)] = species_type
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selectable_races = sort_list(selectable_races)
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/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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if(!ishuman(user))
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return TRUE
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var/mob/living/carbon/human/amazed_human = user
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// SKYRAT EDIT BEGIN - Magic Mirror Character Application
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var/choice
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var/ask = tgui_alert(user, "Would you like to apply your loaded character?","Confirm", list("Yes!", "No, I want to manually edit my character here."))
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if(ask == "Yes!")
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user?.client?.prefs?.safe_transfer_prefs_to(amazed_human)
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else
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choice = tgui_input_list(user, "Something to change?", "Magical Grooming", list("name", "race", "gender", "hair", "eyes"))
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// SKYRAT EDIT END
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if(isnull(choice))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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switch(choice)
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if("name")
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var/newname = sanitize_name(tgui_input_text(amazed_human, "Who are we again?", "Name change", amazed_human.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
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if(!newname)
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.real_name = newname
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amazed_human.name = newname
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if(amazed_human.dna)
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amazed_human.dna.real_name = newname
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if(amazed_human.mind)
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amazed_human.mind.name = newname
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if("race")
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var/racechoice = tgui_input_list(amazed_human, "What are we again?", "Race change", selectable_races)
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if(isnull(racechoice))
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return TRUE
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if(!selectable_races[racechoice])
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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var/datum/species/newrace = selectable_races[racechoice]
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amazed_human.set_species(newrace, icon_update = FALSE)
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if(HAS_TRAIT(amazed_human, TRAIT_USES_SKINTONES))
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var/new_s_tone = tgui_input_list(user, "Choose your skin tone", "Race change", GLOB.skin_tones)
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if(new_s_tone)
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amazed_human.skin_tone = new_s_tone
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amazed_human.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
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else if(HAS_TRAIT(amazed_human, TRAIT_MUTANT_COLORS) && !HAS_TRAIT(amazed_human, TRAIT_FIXED_MUTANT_COLORS))
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var/new_mutantcolor = input(user, "Choose your skin color:", "Race change", amazed_human.dna.features["mcolor"]) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_mutantcolor)
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var/temp_hsv = RGBtoHSV(new_mutantcolor)
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if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
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amazed_human.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
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amazed_human.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
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else
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to_chat(amazed_human, span_notice("Invalid color. Your color is not bright enough."))
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return TRUE
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amazed_human.update_body(is_creating = TRUE)
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amazed_human.update_mutations_overlay() // no hulk lizard
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if("gender")
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if(!(amazed_human.gender in list(MALE, FEMALE))) //blame the patriarchy
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return TRUE
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if(amazed_human.gender == MALE)
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if(tgui_alert(amazed_human, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.gender = FEMALE
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amazed_human.physique = FEMALE
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to_chat(amazed_human, span_notice("Man, you feel like a woman!"))
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else
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return TRUE
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else
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if(tgui_alert(amazed_human, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.gender = MALE
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amazed_human.physique = MALE
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to_chat(amazed_human, span_notice("Whoa man, you feel like a man!"))
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else
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return TRUE
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amazed_human.dna.update_ui_block(DNA_GENDER_BLOCK)
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amazed_human.update_body()
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amazed_human.update_mutations_overlay() //(hulk male/female)
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if("hair")
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var/hairchoice = tgui_alert(amazed_human, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(hairchoice == "Style") //So you just want to use a mirror then?
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return ..()
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else
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var/new_hair_color = input(amazed_human, "Choose your hair color", "Hair Color",amazed_human.hair_color) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_hair_color)
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amazed_human.set_haircolor(sanitize_hexcolor(new_hair_color), update = FALSE)
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amazed_human.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
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if(amazed_human.gender == MALE)
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var/new_face_color = input(amazed_human, "Choose your facial hair color", "Hair Color", amazed_human.facial_hair_color) as color|null
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if(new_face_color)
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amazed_human.set_facial_haircolor(sanitize_hexcolor(new_face_color), update = FALSE)
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amazed_human.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
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amazed_human.update_body_parts()
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amazed_human.update_mutant_bodyparts(force_update = TRUE) /// SKYRAT EDIT - Mirrors are no longer scared of colored ears
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if(BODY_ZONE_PRECISE_EYES)
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var/new_eye_color = input(amazed_human, "Choose your eye color", "Eye Color", amazed_human.eye_color_left) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_eye_color)
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amazed_human.eye_color_left = sanitize_hexcolor(new_eye_color)
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amazed_human.eye_color_right = sanitize_hexcolor(new_eye_color)
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amazed_human.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
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amazed_human.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
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amazed_human.update_body()
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/obj/structure/mirror/magic/lesser/Initialize(mapload)
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// Roundstart species don't have a flag, so it has to be set on Initialize.
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selectable_races = get_selectable_species().Copy()
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return ..()
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/obj/structure/mirror/magic/badmin
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race_flags = MIRROR_BADMIN
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/obj/structure/mirror/magic/pride
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name = "pride's mirror"
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desc = "Pride cometh before the..."
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race_flags = MIRROR_PRIDE
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/obj/structure/mirror/magic/pride/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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user.visible_message(span_danger("<B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B>"), \
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span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"))
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var/turf/user_turf = get_turf(user)
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var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)
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var/turf/dest
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if(length(levels))
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dest = locate(user_turf.x, user_turf.y, pick(levels))
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user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR)
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var/turf/open/chasm/new_chasm = user_turf
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new_chasm.set_target(dest)
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new_chasm.drop(user)
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