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CHOMPStation2/code/modules/mob/mob_transformation_simple.dm
Rob Nelson fa20b9c2ee DNA2 Bug Fixes - Part 2 (CHERRY PICK)
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.

This commit adds dna.Clone() and (UI|SE).Copy() where needed.  These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.

This change also messes with the gene activation logic.

Conflicts:
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/genes/powers.dm
2014-02-10 22:46:28 -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."
del(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(src.dna)
M.dna = src.dna.Clone()
if(mind)
mind.transfer_to(M)
else
M.key = key
if(delete_old_mob)
spawn(1)
del(src)
return M