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DNA modifiers work now.
Conflicts: code/defines/obj/hydro.dm code/game/machinery/cloning.dm code/game/machinery/hydroponics.dm code/modules/mob/living/carbon/zombie/zombie.dm code/modules/mob/transform_procs.dm
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@@ -325,9 +325,11 @@ Traitors and the like can also be revived with the previous role mostly intact.
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if(record_found)//Pull up their name from database records if they did have a mind.
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new_character.dna = new()//Let's first give them a new DNA.
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new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
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new_character.dna.struc_enzymes = record_found.fields["enzymes"]//This is the default of enzymes so I think it's safe to go with.
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new_character.dna.uni_identity = record_found.fields["identity"]//DNA identity is carried over.
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updateappearance(new_character,new_character.dna.uni_identity)//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
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new_character.dna.SE = record_found.fields["enzymes"]//This is the default of enzymes so I think it's safe to go with.
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new_character.dna.UpdateSE()
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new_character.dna.UI = record_found.fields["identity"]//DNA identity is carried over.
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new_character.dna.UpdateUI()
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new_character.UpdateAppearance()//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
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else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
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new_character.dna.ready_dna(new_character)
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@@ -918,4 +920,4 @@ Traitors and the like can also be revived with the previous role mostly intact.
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config.allow_random_events = 0
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usr << "Random events disabled"
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message_admins("Admin [key_name_admin(usr)] has disabled random events.", 1)
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feedback_add_details("admin_verb","TRE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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feedback_add_details("admin_verb","TRE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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