mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery. Research moved into Modules. Virus2 moved into WIP - is anyone even working on this, it looks almost done? Computer2,optics,pda2,experimental moved unto unused. WIP Chemistry things moved into Chemical Module Cameras.dm moved into weapons GameKit.dm moved into unused BrokenInHands.dm moved into unused Removed Grillify.dm Moved all of the files listed as unused in the mining module to unused Removed several empty folders in modules Moved cloning.dm into machinery Moved NewBan.dm into admin Changed humanoid aliens new_life.dm into life.dm Moved beast mob into unused Moved hivebot into unused Moved carpedexplosion.dm into unused Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything. Removed mastercontroler2.dm Moved savefile.dm from human to new_player Bugfix People spawning on the starting screen on rev/cult should be fixed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
299 lines
8.8 KiB
Plaintext
299 lines
8.8 KiB
Plaintext
/mob/living/carbon/human/proc/monkeyize()
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if (monkeyizing)
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return
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for(var/obj/item/W in src)
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if (W==w_uniform) // will be teared
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continue
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drop_from_slot(W)
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update_clothing()
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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//organs[text("[]", t)] = null
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del(organs[text("[]", t)])
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var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
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animation.icon_state = "blank"
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animation.icon = 'mob.dmi'
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animation.master = src
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flick("h2monkey", animation)
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sleep(48)
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//animation = null
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var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
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del(animation)
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O.name = "monkey"
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O.dna = dna
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dna = null
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O.dna.uni_identity = "00600200A00E0110148FC01300B009"
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//O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
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O.dna.struc_enzymes = "[copytext(O.dna.struc_enzymes,1,1+3*13)]BB8"
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O.loc = loc
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O.viruses = viruses
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viruses = list()
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for(var/datum/disease/D in O.viruses)
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D.affected_mob = O
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if (client)
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client.mob = O
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if(mind)
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mind.transfer_to(O)
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O.a_intent = "hurt"
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O << "<B>You are now a monkey.</B>"
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spawn(0)//To prevent the proc from returning null.
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del(src)
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return O
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/mob/new_player/AIize()
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spawning = 1
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return ..()
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/mob/living/carbon/human/AIize()
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if (monkeyizing)
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return
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for(var/t in organs)
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del(organs[text("[]", t)])
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return ..()
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/mob/living/carbon/AIize()
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if (monkeyizing)
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return
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for(var/obj/item/W in src)
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drop_from_slot(W)
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update_clothing()
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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return ..()
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/mob/proc/AIize()
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if(client)
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client.screen.len = null
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var/mob/living/silicon/ai/O = new (loc, /datum/ai_laws/asimov,,1)//No MMI but safety is in effect.
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O.invisibility = 0
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O.aiRestorePowerRoutine = 0
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O.lastKnownIP = client.address
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if(mind)
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mind.transfer_to(O)
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O.mind.original = O
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else
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O.mind = new
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O.mind.current = O
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O.mind.original = O
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O.mind.assigned_role = "AI"
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O.key = key
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if(!(O.mind in ticker.minds))
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ticker.minds += O.mind//Adds them to regular mind list.
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var/obj/loc_landmark
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for(var/obj/landmark/start/sloc in world)
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if (sloc.name != "AI")
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continue
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if (locate(/mob) in sloc.loc)
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continue
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loc_landmark = sloc
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if (!loc_landmark)
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for(var/obj/landmark/tripai in world)
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if (tripai.name == "tripai")
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if(locate(/mob) in tripai.loc)
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continue
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loc_landmark = tripai
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if (!loc_landmark)
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O << "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/landmark/start/sloc in world)
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if (sloc.name == "AI")
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loc_landmark = sloc
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O.loc = loc_landmark.loc
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for (var/obj/item/device/radio/intercom/comm in O.loc)
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comm.ai += O
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O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
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O << "<B>To look at other parts of the station, double-click yourself to get a camera menu.</B>"
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O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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O << "To use something, simply double-click it."
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O << "Currently right-click functions will not work for the AI (except examine), and will either be replaced with dialogs or won't be usable by the AI."
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if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai)))
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O.show_laws()
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O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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O.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle
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O.verbs += /mob/living/silicon/ai/proc/show_laws_verb
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O.verbs += /mob/living/silicon/ai/proc/ai_camera_track
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O.verbs += /mob/living/silicon/ai/proc/ai_alerts
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O.verbs += /mob/living/silicon/ai/proc/ai_camera_list
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O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
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O.verbs += /mob/living/silicon/ai/proc/ai_roster
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// O.verbs += /mob/living/silicon/ai/proc/ai_cancel_call
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O.job = "AI"
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spawn(0)
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ainame(O)
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world << text("<b>[O.real_name] is the AI!</b>")
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spawn(50)
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world << sound('newAI.ogg')
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del(src)
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return O
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//human -> robot
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/mob/living/carbon/human/proc/Robotize()
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if (monkeyizing)
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return
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for(var/obj/item/W in src)
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drop_from_slot(W)
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update_clothing()
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(organs[text("[t]")])
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if(client)
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//client.screen -= main_hud1.contents
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client.screen -= hud_used.contents
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client.screen -= hud_used.adding
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client.screen -= hud_used.mon_blo
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client.screen -= list( oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach )
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client.screen -= list( zone_sel, oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach )
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
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// cyborgs produced by Robotize get an automatic power cell
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O.cell = new(O)
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O.cell.maxcharge = 7500
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O.cell.charge = 7500
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O.gender = gender
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O.invisibility = 0
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O.name = "Cyborg"
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O.real_name = "Cyborg"
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O.lastKnownIP = client.address ? client.address : null
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if (mind)
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mind.transfer_to(O)
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if (mind.assigned_role == "Cyborg")
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mind.original = O
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else if (mind.special_role) O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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else
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mind = new /datum/mind( )
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mind.key = key
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mind.current = O
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mind.original = O
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mind.transfer_to(O)
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if(!(O.mind in ticker.minds))
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ticker.minds += O.mind//Adds them to regular mind list.
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O.loc = loc
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O << "<B>You are playing a Robot. A Robot can interact with most electronic objects in its view point.</B>"
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O << "<B>You must follow the laws that the AI has. You are the AI's assistant to the station basically.</B>"
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O << "To use something, simply double-click it."
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O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."}
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O.job = "Cyborg"
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O.mmi = new /obj/item/device/mmi(O)
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O.mmi.transfer_identity(src)//Does not transfer key/client.
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spawn(0)//To prevent the proc from returning null.
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del(src)
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return O
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (monkeyizing)
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return
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for(var/obj/item/W in src)
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drop_from_slot(W)
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update_clothing()
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(organs[t])
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/humanoid/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/humanoid/hunter (loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
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//Honestly not sure why it's giving them DNA.
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/*
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new_xeno.dna = dna
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dna = null
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new_xeno.dna.uni_identity = "00600200A00E0110148FC01300B009"
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new_xeno.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
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*/
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new_xeno.mind_initialize(src, alien_caste)
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new_xeno.key = key
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new_xeno.a_intent = "hurt"
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new_xeno << "<B>You are now an alien.</B>"
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spawn(0)//To prevent the proc from returning null.
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del(src)
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return
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/mob/living/carbon/human/proc/Metroidize(adult as num, reproduce as num)
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if (monkeyizing)
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return
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for(var/obj/item/W in src)
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drop_from_slot(W)
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update_clothing()
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monkeyizing = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(organs[t])
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if(reproduce)
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var/number = pick(2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,4)
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var/list/babies = list()
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for(var/i=1,i<=number,i++) // reproduce (has a small chance of producing 3 or 4 offspring)
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var/mob/living/carbon/metroid/M = new/mob/living/carbon/metroid(loc)
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M.nutrition = round(nutrition/number)
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step_away(M,src)
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babies += M
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var/mob/living/carbon/metroid/new_metroid = pick(babies)
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new_metroid.mind_initialize(src)
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new_metroid.key = key
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new_metroid.a_intent = "hurt"
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new_metroid << "<B>You are now a baby Metroid.</B>"
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if(adult)
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var/mob/living/carbon/metroid/adult/new_metroid = new /mob/living/carbon/metroid/adult (loc)
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new_metroid.mind_initialize(src)
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new_metroid.key = key
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new_metroid.a_intent = "hurt"
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new_metroid << "<B>You are now an adult Metroid.</B>"
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else
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var/mob/living/carbon/metroid/new_metroid = new /mob/living/carbon/metroid (loc)
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new_metroid.mind_initialize(src)
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new_metroid.key = key
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new_metroid.a_intent = "hurt"
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new_metroid << "<B>You are now a baby Metroid.</B>"
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spawn(0)//To prevent the proc from returning null.
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del(src)
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return |