/obj/item var/list/possessed_voice //Allows for items to be possessed/inhabited by voices. var/list/warned_of_possession //Checks to see who has been informed this item is possessed. /obj/item/proc/inhabit_item(var/mob/candidate, var/candidate_name, var/mob/living/candidate_original_form) //This makes it so that any object in the game can have something put in it like the cursed sword! //This means the proc can also be manually called by admin commands. //Handle moving the person into the object. if(!possessed_voice) //Create the list for possessed_voice if it doesn't already have one. possessed_voice = list() if(!warned_of_possession) //Creates a list of warned users. warned_of_possession = list() var/mob/living/voice/new_voice = new /mob/living/voice(src) //Make the voice mob the person is going to be. new_voice.transfer_identity(candidate) //Now make the voice mob load from the ghost's active character in preferences. new_voice.mind = candidate.mind //Transfer the mind, if any. new_voice.ckey = candidate.ckey //Finally, bring the client over. new_voice.tf_mob_holder = candidate_original_form //Save what mob they are! We'll need this for OOC escape and transformation back to their normal form. if(candidate_name) //Were we given a candidate_name? Great! Name them that. new_voice.name = "[candidate_name]" else new_voice.name = "[name]" //No name given? Give them the name of the object they're inhabiting. new_voice.real_name = "[new_voice.real_name]" //We still know their real name though! possessed_voice.Add(new_voice) listening_objects |= src new_voice.verbs -= /mob/living/voice/verb/change_name //No changing your name! Bad! new_voice.verbs -= /mob/living/voice/verb/hang_up //Also you can't hang up. You are the item!