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This PR adds a secondary character preference which allows you to pick gender for silicon characters, and have the option of matching or separating that with their character's main gender. Silicon gender is displayed in their examine text as expected. People will have a way to identify the gender of their characters when playing as a cyborg and AI! 🆑 A.C.M.O. add: Adds an option for picking silicon gender to secondary character preferences. Matches the main gender preference by default. add: Adds gender pronouns in cyborg/AI examine text. /🆑
437 lines
14 KiB
Plaintext
437 lines
14 KiB
Plaintext
#define TRANSFORMATION_DURATION 22
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/// Will be removed once the transformation is complete.
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#define TEMPORARY_TRANSFORMATION_TRAIT "temporary_transformation"
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/// Considered "permanent" since we'll be deleting the old mob and the client will be inserted into a new one (without this trait)
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#define PERMANENT_TRANSFORMATION_TRAIT "permanent_transformation"
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/mob/living/carbon/proc/monkeyize(instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(ismonkey(src))
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return
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if(instant)
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finish_monkeyize()
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_monkeyize()
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transformation_timer = null
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(/datum/species/monkey)
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to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
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name = LOWER_TEXT(dna.species.name)
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regenerate_icons()
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set_name()
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SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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uncuff()
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return src
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////////////////////////// Humanize //////////////////////////////
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//Could probably be merged with monkeyize but other transformations got their own procs, too
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/mob/living/carbon/proc/humanize(species = /datum/species/human, instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(!ismonkey(src))
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return
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if(instant)
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finish_humanize(species)
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify/humanify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
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transformation_timer = null
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(species)
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to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
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SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
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return src
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/mob/living/carbon/human/finish_humanize(species = /datum/species/human)
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underwear = "Nude"
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undershirt = "Nude"
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socks = "Nude"
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return ..()
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/mob/proc/AIize(client/preference_source, move = TRUE)
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var/list/turf/landmark_loc = list()
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if(!move)
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landmark_loc += loc
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else
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in sloc.loc)
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continue
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if(sloc.primary_ai)
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LAZYCLEARLIST(landmark_loc)
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landmark_loc += sloc.loc
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break
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
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landmark_loc += loc
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if(client)
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stop_sound_channel(CHANNEL_LOBBYMUSIC)
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var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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. = our_AI
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if(preference_source)
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apply_pref_name(/datum/preference/name/ai, preference_source)
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our_AI.apply_pref_hologram_display(preference_source)
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our_AI.set_core_display_icon(null, preference_source)
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qdel(src)
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/mob/living/carbon/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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return ..()
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/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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return ..()
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/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
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if(client)
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new_borg.set_gender(client)
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new_borg.SetInvisibility(INVISIBILITY_NONE)
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if(client?.prefs.read_preference(/datum/preference/name/cyborg) != DEFAULT_CYBORG_NAME)
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new_borg.apply_pref_name(/datum/preference/name/cyborg, client)
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if(mind) //TODO //TODO WHAT
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(new_borg, TRUE)
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else if(transfer_after)
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new_borg.PossessByPlayer(key)
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if(new_borg.mmi)
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new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
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if(new_borg.mmi.brain)
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new_borg.mmi.brain.name = "[real_name]'s brain"
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if(new_borg.mmi.brainmob)
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new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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new_borg.mmi.brainmob.name = real_name
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new_borg.job = JOB_CYBORG
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new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
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. = new_borg
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if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
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INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
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qdel(src)
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/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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drop_everything(delete_items)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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return ..()
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/mob/living/silicon/robot/proc/replace_banned_cyborg()
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to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
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ghostize(FALSE)
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [span_notice(name)]?", check_jobban = JOB_CYBORG, poll_time = 5 SECONDS, checked_target = src, alert_pic = src, role_name_text = "cyborg")
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if(chosen_one)
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message_admins("[key_name_admin(chosen_one)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
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key = chosen_one.key
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/adult/new_xeno
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switch(alien_caste)
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if("Hunter")
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new_xeno = new /mob/living/carbon/alien/adult/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
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new_xeno.set_combat_mode(TRUE)
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new_xeno.PossessByPlayer(key)
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to_chat(new_xeno, span_boldnotice("You are now an alien."))
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qdel(src)
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return new_xeno
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/basic/slime/new_slime
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if(reproduce)
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var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
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var/list/babies = list()
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for(var/i in 1 to number)
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var/mob/living/basic/slime/M = new/mob/living/basic/slime(loc)
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M.set_nutrition(round(nutrition/number))
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step_away(M,src)
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babies += M
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new_slime = pick(babies)
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else
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new_slime = new /mob/living/basic/slime(loc)
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new_slime.set_combat_mode(TRUE)
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new_slime.PossessByPlayer(key)
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to_chat(new_slime, span_boldnotice("You are now a slime. Skreee!"))
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qdel(src)
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return new_slime
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/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
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var/mob/eye/blob/B = new /mob/eye/blob(get_turf(src), starting_points)
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B.PossessByPlayer(key)
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. = B
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qdel(src)
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/mob/living/carbon/human/proc/corgize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts) //this really should not be necessary
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qdel(t)
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var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
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new_corgi.set_combat_mode(TRUE)
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new_corgi.PossessByPlayer(key)
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to_chat(new_corgi, span_boldnotice("You are now a Corgi. Yap Yap!"))
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qdel(src)
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return new_corgi
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/**
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* Turns the source atom into a crab crab, the peak of evolutionary design.
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*/
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/mob/living/carbon/human/proc/crabize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/objeto in src)
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dropItemToGround(objeto)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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var/mob/living/basic/crab/new_crab = new (loc)
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new_crab.set_combat_mode(TRUE) // snip snip
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if(mind)
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mind.transfer_to(new_crab)
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to_chat(new_crab, span_boldnotice("You have evolved into a crab!"))
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qdel(src)
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return new_crab
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/mob/living/carbon/proc/gorillize(genetics_gorilla = FALSE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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SSblackbox.record_feedback("amount", "gorillas_created", 1)
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var/Itemlist = get_equipped_items(INCLUDE_POCKETS)
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W, TRUE)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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var/gorilla_type = genetics_gorilla ? /mob/living/basic/gorilla/genetics : /mob/living/basic/gorilla
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var/mob/living/basic/gorilla/new_gorilla = new gorilla_type(get_turf(src))
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new_gorilla.set_combat_mode(TRUE)
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if(mind)
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mind.transfer_to(new_gorilla)
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else
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new_gorilla.PossessByPlayer(key)
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to_chat(new_gorilla, span_boldnotice("You are now a gorilla. Ooga ooga!"))
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qdel(src)
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return new_gorilla
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.PossessByPlayer(key)
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
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qdel(src)
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return new_mob
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.PossessByPlayer(key)
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
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. = new_mob
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qdel(src)
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/* Certain mob types have problems and should not be allowed to be controlled by players.
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*
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* This proc is here to force coders to manually place their mob in this list, hopefully tested.
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* This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(MP)
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//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
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if(!MP)
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return FALSE //Sanity, this should never happen.
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if(ispath(MP, /mob/living/basic/construct))
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return FALSE //Verbs do not appear for players.
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//Good mobs!
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if(ispath(MP, /mob/living/basic/pet/cat))
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return TRUE
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if(ispath(MP, /mob/living/basic/pet/dog/corgi))
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return TRUE
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if(ispath(MP, /mob/living/basic/crab))
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return TRUE
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if(ispath(MP, /mob/living/basic/carp))
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return TRUE
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if(ispath(MP, /mob/living/basic/mushroom))
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return TRUE
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if(ispath(MP, /mob/living/basic/shade))
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return TRUE
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if(ispath(MP, /mob/living/basic/killer_tomato))
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return TRUE
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if(ispath(MP, /mob/living/basic/mouse))
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return TRUE
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if(ispath(MP, /mob/living/basic/bear))
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return TRUE
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if(ispath(MP, /mob/living/basic/parrot))
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return TRUE //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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return FALSE
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#undef PERMANENT_TRANSFORMATION_TRAIT
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#undef TEMPORARY_TRANSFORMATION_TRAIT
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#undef TRANSFORMATION_DURATION
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