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Bubberstation/code/modules/admin/create_mob.dm
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

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oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

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575

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900 individual conflicts

600 individual conflicts, 121 file conflicts

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160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
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/datum/admins/proc/create_mob(mob/user)
var/static/create_mob_html
if (!create_mob_html)
var/mobjs = null
mobjs = jointext(typesof(/mob), ";")
create_mob_html = file2text('html/create_object.html')
create_mob_html = replacetext(create_mob_html, "Create Object", "Create Mob")
create_mob_html = replacetext(create_mob_html, "null /* object types */", "\"[mobjs]\"")
user << browse(create_panel_helper(create_mob_html), "window=create_mob;size=425x475")
/**
* Fully randomizes everything about a human, including DNA and name.
*/
/proc/randomize_human(mob/living/carbon/human/human, randomize_mutations = FALSE)
human.gender = human.dna.species.sexes ? pick(MALE, FEMALE, PLURAL, NEUTER) : PLURAL
human.physique = human.gender
human.real_name = human.generate_random_mob_name()
human.name = human.get_visible_name()
human.set_hairstyle(random_hairstyle(human.gender), update = FALSE)
human.set_facial_hairstyle(random_facial_hairstyle(human.gender), update = FALSE)
human.set_haircolor("#[random_color()]", update = FALSE)
human.set_facial_haircolor(human.hair_color, update = FALSE)
human.eye_color_left = random_eye_color()
human.eye_color_right = human.eye_color_left
human.skin_tone = pick(GLOB.skin_tones)
human.dna.species.randomize_active_underwear_only(human)
// Needs to be called towards the end to update all the UIs just set above
human.dna.initialize_dna(newblood_type = random_blood_type(), create_mutation_blocks = randomize_mutations, randomize_features = TRUE)
// SKYRAT EDIT ADDITION BEGIN - CUSTOMIZATION
human.dna.species.mutant_bodyparts = human.dna.mutant_bodyparts.Copy()
human.dna.species.body_markings = human.dna.body_markings.Copy()
// SKYRAT EDIT ADDITION END
// Snowflake for Ethereals
human.updatehealth()
human.updateappearance(mutcolor_update = TRUE)
/**
* Randomizes a human, but produces someone who looks exceedingly average (by most standards).
*
* (IE, no wacky hair styles / colors)
*/
/proc/randomize_human_normie(mob/living/carbon/human/human, randomize_mutations = FALSE)
// Sorry enbys but statistically you are not average enough
human.gender = human.dna.species.sexes ? pick(MALE, FEMALE) : PLURAL
human.physique = human.gender
human.real_name = human.generate_random_mob_name()
human.name = human.get_visible_name()
human.eye_color_left = random_eye_color()
human.eye_color_right = human.eye_color_left
human.skin_tone = pick(GLOB.skin_tones)
// No underwear generation handled here
var/picked_color = random_hair_color()
human.set_haircolor(picked_color, update = FALSE)
human.set_facial_haircolor(picked_color, update = FALSE)
var/datum/sprite_accessory/hairstyle = SSaccessories.hairstyles_list[random_hairstyle(human.gender)]
if(hairstyle && hairstyle.natural_spawn && !hairstyle.locked)
human.set_hairstyle(hairstyle.name, update = FALSE)
var/datum/sprite_accessory/facial_hair = SSaccessories.facial_hairstyles_list[random_facial_hairstyle(human.gender)]
if(facial_hair && facial_hair.natural_spawn && !facial_hair.locked)
human.set_facial_hairstyle(facial_hair.name, update = FALSE)
// Normal DNA init stuff, these can generally be wacky but we care less, they're aliens after all
human.dna.initialize_dna(newblood_type = random_blood_type(), create_mutation_blocks = randomize_mutations, randomize_features = TRUE)
human.updatehealth()
human.updateappearance(mutcolor_update = TRUE)