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Organs now properly retain appearance upon cloning and DNA scramble
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@@ -44,7 +44,7 @@
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if(!delay_ready_dna && dna)
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dna.ready_dna(src)
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dna.real_name = real_name
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sync_organ_dna() //this shouldn't be necessaaaarrrryyyyyyyy
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sync_organ_dna(1)
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if(species)
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species.handle_dna(src)
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@@ -1406,6 +1406,8 @@
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/mob/living/carbon/human/generate_name()
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name = species.makeName(gender,src)
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real_name = name
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if(dna)
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dna.real_name = name
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return name
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/mob/living/carbon/human/proc/handle_embedded_objects()
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@@ -153,9 +153,8 @@ Otherwise, this restricts itself to organs that share the UE of the host.
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/mob/living/carbon/human/proc/sync_organ_dna(var/assimilate = 1)
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var/list/all_bits = internal_organs|organs
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for(var/obj/item/organ/O in all_bits)
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if(!assimilate && O.dna.unique_enzymes != dna.unique_enzymes)
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continue
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O.set_dna(dna)
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if(assimilate || O.dna.unique_enzymes == dna.unique_enzymes)
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O.set_dna(dna)
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/*
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Given the name of an organ, returns the external organ it's contained in
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@@ -477,7 +477,7 @@
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domutcheck(new_character)
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new_character.dna.UpdateSE()
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new_character.sync_organ_dna() //just fucking incase I guess
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new_character.sync_organ_dna(1) //just fucking incase I guess
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// Do the initial caching of the player's body icons.
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new_character.force_update_limbs()
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