Files
Bubberstation/code/modules/mob/mob_transformation_simple.dm
ikarrus c7041eefce New Human Mobs will have the appearance of the client's preferences
New human mobs created via Admin Simple Transform, Admin Spawn Antagonist, and Wizard Apprentice functions will take on the appearance of the players' preferences, instead of the boring default Bald, White Male.

Also fixes an minor issue with using transfer_to() a new observer mob.
2014-04-27 14:40:28 -06:00

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//This proc is the most basic of the procs. All it does is make a new mob on the same tile and transfer over a few variables.
//Returns the new mob
//Note that this proc does NOT do MMI related stuff!
/mob/proc/change_mob_type(var/new_type = null, var/turf/location = null, var/new_name = null as text, var/delete_old_mob = 0 as num)
if(istype(src,/mob/new_player))
usr << "\red cannot convert players who have not entered yet."
return
if(!new_type)
new_type = input("Mob type path:", "Mob type") as text|null
if(istext(new_type))
new_type = text2path(new_type)
if( !ispath(new_type) )
usr << "Invalid type path (new_type = [new_type]) in change_mob_type(). Contact a coder."
return
if( new_type == /mob/new_player )
usr << "\red cannot convert into a new_player mob type."
return
var/mob/M
if(isturf(location))
M = new new_type( location )
else
M = new new_type( src.loc )
if(!M || !ismob(M))
usr << "Type path is not a mob (new_type = [new_type]) in change_mob_type(). Contact a coder."
qdel(M)
return
if( istext(new_name) )
M.name = new_name
M.real_name = new_name
else
M.name = src.name
M.real_name = src.real_name
if(check_dna_integrity(src) && istype(M, /mob/living/carbon))
var/mob/living/carbon/C = src
var/mob/living/carbon/D = M
D.dna = C.dna
updateappearance(D)
else
if(istype(M, /mob/living/carbon/human))
src.client.prefs.copy_to(M)
ready_dna(M)
if(mind && istype(M, /mob/living))
mind.transfer_to(M)
else
M.key = key
if(delete_old_mob)
spawn(1)
qdel(src)
return M