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Fixed clown and mime brain/head naming. (#24668)
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@@ -1383,3 +1383,12 @@ so that different stomachs can handle things in different ways VB*/
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// keep most of what's passed in, but don't change the angle
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. = ..(target_turf, crush_damage, should_crit, crit_damage_factor, forced_crit, weaken_time, knockdown_time, should_rotate = FALSE, rightable = FALSE)
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KnockDown(10 SECONDS)
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/mob/living/carbon/rename_character(oldname, newname)
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. = ..()
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if(!.)
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return
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for(var/obj/item/organ/internal/IO in internal_organs)
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if(IO.dna?.real_name == oldname)
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IO.dna.real_name = newname
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@@ -175,3 +175,12 @@ old_ue: Set this to a UE string, and this proc will overwrite the dna of organs
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for(var/obj/item/organ/external/limb in bodyparts)
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if(limb.status & ORGAN_SPLINTED)
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splinted_limbs += limb
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/mob/living/carbon/human/rename_character(oldname, newname)
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. = ..()
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if(!.)
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return
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for(var/obj/item/organ/external/BP in bodyparts)
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if(BP.dna?.real_name == oldname)
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BP.dna.real_name = newname
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@@ -551,11 +551,12 @@
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if(mind)
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mind.active = FALSE //we wish to transfer the key manually
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if(mind.assigned_role == "Clown") //give them a clownname if they are a clown
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new_character.real_name = pick(GLOB.clown_names) //I hate this being here of all places but unfortunately dna is based on real_name!
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// Clowns and mimes get appropriate default names, and the chance to pick a custom one.
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if(mind.assigned_role == "Clown")
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new_character.rename_character(new_character.real_name, pick(GLOB.clown_names))
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new_character.rename_self("clown")
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else if(mind.assigned_role == "Mime")
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new_character.real_name = pick(GLOB.mime_names)
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new_character.rename_character(new_character.real_name, pick(GLOB.mime_names))
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new_character.rename_self("mime")
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mind.set_original_mob(new_character)
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mind.transfer_to(new_character) //won't transfer key since the mind is not active
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