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* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags` * Update bitfields.dm * Modular * Update rack.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
422 lines
15 KiB
Plaintext
422 lines
15 KiB
Plaintext
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// Normal Mirrors
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#define CHANGE_HAIR "Change Hair"
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#define CHANGE_BEARD "Change Beard"
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// Magic Mirrors!
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#define CHANGE_RACE "Change Race"
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#define CHANGE_SEX "Change Sex"
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#define CHANGE_NAME "Change Name"
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#define CHANGE_EYES "Change Eyes"
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#define INERT_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD)
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#define PRIDE_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES)
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#define MAGIC_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES, CHANGE_NAME)
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/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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integrity_failure = 0.5
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max_integrity = 200
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var/list/mirror_options = INERT_MIRROR_OPTIONS
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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/Initialize(mapload)
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. = ..()
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update_choices()
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/obj/structure/mirror/Destroy()
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mirror_options = null
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selectable_races = null
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return ..()
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/obj/structure/mirror/proc/update_choices()
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for(var/i in mirror_options)
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mirror_options[i] = icon('icons/hud/radial.dmi', i)
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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/Initialize(mapload)
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. = ..()
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find_and_hang_on_wall()
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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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/obj/structure/mirror/attack_hand(mob/living/carbon/human/user)
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. = ..()
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if(. || !ishuman(user) || broken || !istype(src, /obj/structure/mirror/magic)) // SKYRAT EDIT CHANGE - MUNDANE MIRRORS DON'T LET YOU CHANGE - ORIGINAL: if(. || !ishuman(user) || broken)
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return TRUE
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if(!istype(src, /obj/structure/mirror/magic) && !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE //no tele-grooming (if nonmagical)
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return display_radial_menu(user)
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/obj/structure/mirror/proc/display_radial_menu(mob/living/carbon/human/user)
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var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE)
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if(!pick)
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return TRUE //get out
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switch(pick)
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if(CHANGE_HAIR)
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change_hair(user)
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if(CHANGE_BEARD)
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change_beard(user)
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if(CHANGE_RACE)
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change_race(user)
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if(CHANGE_SEX) // sex: yes
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change_sex(user)
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if(CHANGE_NAME)
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change_name(user)
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if(CHANGE_EYES)
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change_eyes(user)
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return display_radial_menu(user)
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/obj/structure/mirror/proc/change_beard(mob/living/carbon/human/beard_dresser)
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if(beard_dresser.physique == FEMALE)
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if(beard_dresser.facial_hairstyle == "Shaved")
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balloon_alert(beard_dresser, "nothing to shave!")
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return TRUE
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var/shave_beard = tgui_alert(beard_dresser, "Shave your beard?", "Grooming", list("Yes", "No"))
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if(shave_beard == "Yes")
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beard_dresser.set_facial_hairstyle("Shaved", update = TRUE)
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return TRUE
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var/new_style = tgui_input_list(beard_dresser, "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(HAS_TRAIT(beard_dresser, TRAIT_SHAVED))
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to_chat(beard_dresser, span_notice("If only growing back facial hair were that easy for you... The reminder makes you feel terrible."))
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beard_dresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder)
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return TRUE
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beard_dresser.set_facial_hairstyle(new_style, update = TRUE)
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/obj/structure/mirror/proc/change_hair(mob/living/carbon/human/hairdresser)
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var/new_style = tgui_input_list(hairdresser, "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(HAS_TRAIT(hairdresser, TRAIT_BALD))
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to_chat(hairdresser, span_notice("If only growing back hair were that easy for you... The reminder makes you feel terrible."))
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hairdresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder)
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return TRUE
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hairdresser.set_hairstyle(new_style, update = TRUE)
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/obj/structure/mirror/proc/change_name(mob/living/carbon/human/user)
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var/newname = sanitize_name(tgui_input_text(user, "Who are we again?", "Name change", user.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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user.real_name = newname
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user.name = newname
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if(user.dna)
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user.dna.real_name = newname
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if(user.mind)
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user.mind.name = newname
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// Erm ackshually the proper term is species. Get it right??
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/obj/structure/mirror/proc/change_race(mob/living/carbon/human/race_changer)
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var/racechoice = tgui_input_list(race_changer, "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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var/new_race_path = selectable_races[racechoice]
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if(!ispath(new_race_path, /datum/species))
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return TRUE
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var/datum/species/newrace = new new_race_path()
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var/attributes_desc = newrace.get_physical_attributes()
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var/answer = tgui_alert(race_changer, attributes_desc, "Become a [newrace]?", list("Yes", "No"))
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if(answer != "Yes")
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qdel(newrace)
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change_race(race_changer) // try again
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return
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race_changer.set_species(newrace, icon_update = FALSE)
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if(HAS_TRAIT(race_changer, TRAIT_USES_SKINTONES))
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var/new_s_tone = tgui_input_list(race_changer, "Choose your skin tone", "Race change", GLOB.skin_tones)
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if(new_s_tone)
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race_changer.skin_tone = new_s_tone
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race_changer.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
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else if(HAS_TRAIT(race_changer, TRAIT_MUTANT_COLORS) && !HAS_TRAIT(race_changer, TRAIT_FIXED_MUTANT_COLORS))
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var/new_mutantcolor = input(race_changer, "Choose your skin color:", "Race change", race_changer.dna.features["mcolor"]) as color|null
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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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race_changer.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
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race_changer.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
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else
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to_chat(race_changer, span_notice("Invalid color. Your color is not bright enough."))
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return TRUE
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race_changer.update_body(is_creating = TRUE)
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race_changer.update_mutations_overlay() // no hulk lizard
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// possible Genders: MALE, FEMALE, PLURAL, NEUTER
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// possible Physique: MALE, FEMALE
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// saved you a click (many)
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/obj/structure/mirror/proc/change_sex(mob/living/carbon/human/sexy)
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var/chosen_sex = tgui_input_list(sexy, "Become a..", "Confirmation", list("Warlock", "Witch", "Wizard", "Itzard")) // YOU try coming up with the 'it' version of wizard
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switch(chosen_sex)
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if("Warlock")
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sexy.gender = MALE
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to_chat(sexy, span_notice("Man, you feel like a man!"))
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if("Witch")
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sexy.gender = FEMALE
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to_chat(sexy, span_notice("Man, you feel like a woman!"))
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if("Wizard")
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sexy.gender = PLURAL
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to_chat(sexy, span_notice("Woah dude, you feel like a dude!"))
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if("Itzard")
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sexy.gender = NEUTER
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to_chat(sexy, span_notice("Woah dude, you feel like something else!"))
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var/chosen_physique = tgui_input_list(sexy, "Alter your physique as well?", "Confirmation", list("Warlock Physique", "Witch Physique", "Wizards Don't Need Gender"))
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if(chosen_physique && chosen_physique != "Wizards Don't Need Gender")
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sexy.physique = (chosen_physique == "Warlock Physique") ? MALE : FEMALE
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sexy.dna.update_ui_block(DNA_GENDER_BLOCK)
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sexy.update_body(is_creating = TRUE) // or else physique won't change properly
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sexy.update_mutations_overlay() //(hulk male/female)
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sexy.update_clothing(ITEM_SLOT_ICLOTHING) // update gender shaped clothing
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/obj/structure/mirror/proc/change_eyes(mob/living/carbon/human/user)
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var/new_eye_color = input(user, "Choose your eye color", "Eye Color", user.eye_color_left) as color|null
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if(isnull(new_eye_color))
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return TRUE
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user.eye_color_left = sanitize_hexcolor(new_eye_color)
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user.eye_color_right = sanitize_hexcolor(new_eye_color)
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user.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
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user.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
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user.update_body()
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to_chat(user, span_notice("You gaze at your new eyes with your new eyes. Perfect!"))
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/obj/structure/mirror/examine_status(mob/living/carbon/human/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, incidents_left = 7)
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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, incidents_left = 7)
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/obj/structure/mirror/atom_break(damage_flag, mapload)
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. = ..()
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if(broken || (obj_flags & NO_DECONSTRUCTION))
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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(!(obj_flags & NO_DECONSTRUCTION))
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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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mirror_options = MAGIC_MIRROR_OPTIONS
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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/change_beard(mob/living/carbon/human/beard_dresser) // magical mirrors do nothing but give you the damn beard
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var/new_style = tgui_input_list(beard_dresser, "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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beard_dresser.set_facial_hairstyle(new_style, update = TRUE)
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return TRUE
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//Magic mirrors can change hair color as well
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/obj/structure/mirror/magic/change_hair(mob/living/carbon/human/user)
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var/hairchoice = tgui_alert(user, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
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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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var/new_hair_color = input(user, "Choose your hair color", "Hair Color", user.hair_color) as color|null
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if(new_hair_color)
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user.set_haircolor(sanitize_hexcolor(new_hair_color), update = FALSE)
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user.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
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if(user.physique == MALE)
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var/new_face_color = input(user, "Choose your facial hair color", "Hair Color", user.facial_hair_color) as color|null
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if(new_face_color)
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user.set_facial_haircolor(sanitize_hexcolor(new_face_color), update = FALSE)
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user.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
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user.update_body_parts()
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user.update_mutant_bodyparts(force_update = TRUE) /// SKYRAT EDIT ADDITION - Mirrors are no longer scared of colored ears
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/obj/structure/mirror/magic/attack_hand(mob/living/carbon/human/user)
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. = ..()
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if(.)
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return TRUE
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if(HAS_TRAIT(user, TRAIT_ADVANCEDTOOLUSER) && HAS_TRAIT(user, TRAIT_LITERATE))
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return TRUE
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to_chat(user, span_alert("You feel quite intelligent."))
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// Prevents wizards from being soft locked out of everything
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// If this stays after the species was changed once more, well, the magic mirror did it. It's magic i aint gotta explain shit
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user.add_traits(list(TRAIT_LITERATE, TRAIT_ADVANCEDTOOLUSER), SPECIES_TRAIT)
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return TRUE
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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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mirror_options = PRIDE_MIRROR_OPTIONS
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/obj/structure/mirror/magic/pride/attack_hand(mob/living/carbon/human/user)
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. = ..()
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if(.)
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return TRUE
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user.visible_message(
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span_bolddanger("The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!"),
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span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"),
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)
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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
|
|
new_chasm.set_target(dest)
|
|
new_chasm.drop(user)
|
|
|
|
#undef CHANGE_HAIR
|
|
#undef CHANGE_BEARD
|
|
|
|
#undef CHANGE_RACE
|
|
#undef CHANGE_SEX
|
|
#undef CHANGE_NAME
|
|
#undef CHANGE_EYES
|
|
|
|
#undef INERT_MIRROR_OPTIONS
|
|
#undef PRIDE_MIRROR_OPTIONS
|
|
#undef MAGIC_MIRROR_OPTIONS
|