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https://github.com/CHOMPStation2/CHOMPStation2.git
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More change for the staff of change
Better item dropping elseif instead of if No more create_new_xenomorph And a span class Yay for named xenos
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@@ -16,12 +16,6 @@
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if(M.has_brain_worms())
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return //Borer stuff - RR
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M.monkeyizing = 1
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M.canmove = 0
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M.icon = null
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M.overlays.Cut()
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M.invisibility = 101
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if(istype(M, /mob/living/silicon/robot))
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var/mob/living/silicon/robot/Robot = M
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if(Robot.mmi)
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@@ -31,9 +25,7 @@
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if(istype(W, /obj/item/weapon/implant)) //TODO: Carn. give implants a dropped() or something
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del(W)
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continue
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W.layer = initial(W.layer)
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W.loc = M.loc
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W.dropped(M)
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M.drop_from_inventory(W)
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var/mob/living/new_mob
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@@ -42,14 +34,14 @@
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options += t
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options -= "Xenomorph Queen"
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options -= "Xenomorph"
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if(isrobot(M))
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options -= "robot"
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if(isslime(M))
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options -= "slime"
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species)
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options -= H.species.name
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else if(isrobot(M))
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options -= "robot"
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else if(isslime(M))
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options -= "slime"
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var/randomize = pick(options)
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switch(randomize)
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@@ -64,35 +56,42 @@
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if("slime")
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new_mob = new /mob/living/carbon/slime(M.loc)
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new_mob.universal_speak = 1
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if("Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Drone")
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new_mob = create_new_xenomorph(copytext(randomize, 11), M.loc)
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new_mob.universal_speak = 1
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else
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new_mob = new /mob/living/carbon/human(M.loc, randomize)
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if(M.gender == MALE)
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new_mob.gender = MALE
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new_mob.name = pick(first_names_male)
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var/mob/living/carbon/human/H
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if(ishuman(M))
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H = M
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else
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new_mob.gender = FEMALE
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new_mob.name = pick(first_names_female)
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new_mob.name += " [pick(last_names)]"
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new_mob.real_name = new_mob.name
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new_mob = new /mob/living/carbon/human(M.loc)
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H = new_mob
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var/datum/preferences/A = new() //Randomize appearance for the human
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A.randomize_appearance_for(new_mob)
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if(M.gender == MALE)
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H.gender = MALE
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H.name = pick(first_names_male)
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else
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H.gender = FEMALE
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H.name = pick(first_names_female)
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H.name += " [pick(last_names)]"
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H.real_name = H.name
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H.set_species(randomize)
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H.universal_speak = 1
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var/datum/preferences/A = new() //Randomize appearance for the human
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A.randomize_appearance_for(H)
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if(new_mob)
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for (var/obj/effect/proc_holder/spell/S in M.spell_list)
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new_mob.spell_list += new S.type
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new_mob.a_intent = "hurt"
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if(M.mind)
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M.mind.transfer_to(new_mob)
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else
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return
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new_mob.key = M.key
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for (var/obj/effect/proc_holder/spell/S in M.spell_list)
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new_mob.spell_list += new S.type
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new_mob << "<span class='warning'>Your form morphs into that of \a [lowertext(randomize)].</span>"
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new_mob.a_intent = "hurt"
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if(M.mind)
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M.mind.transfer_to(new_mob)
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del(M)
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return
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else
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new_mob.key = M.key
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new_mob << "<B>Your form morphs into that of a [lowertext(randomize)].</B>"
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del(M)
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return new_mob
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M << "<span class='warning'>Your form morphs into that of \a [lowertext(randomize)].</span>"
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return
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